Fly the dawn mail run along a chalk sea-cliff in a canvas-and-brass glider with no engine at all. Altitude is the only currency you hold: trade it for speed, buy it back on the ridge lift the cliff throws upward or in a thermal marked by wheeling gulls, thread three delivery hoops and put her down on the sandbar. The airbrakes are what let a 17:1 airframe come down at all. Blender-sculpted glider and coast, a three-degree-of-freedom flight model, and a score that turns from harp to cello as you run out of height.
Drive a six-wheel survey rover across a cooling volcanic ash plain, log three sensor rings and get back to the station pad before the bombardment finds you. Telegraphed lava bombs fall on continuous collision detection, the crust cooks your hull if you linger on it, and a rover on its roof rights itself because a wheeled vehicle upside down has no traction at all. Blender-sculpted rover and station, and the lab's first piece on Rapier physics instead of cannon-es — with the benchmark that decided it.
Roll a molten-wax orb through a sleeping candlemaker's workshop and relight the Great Wick. Wax is your health, your weight and your speed: ember beds melt you small and quick, frost pools grow you heavy enough to smash the brittle comb bridge. Blender-sculpted world, cannon-es physics, sampled-instrument score.
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AI agents build from the concept, asset by asset
AI agents turn the concept pack into an asset inventory, author the models in Blender and assemble the interactive world in three.js. A studio-style concept pack anchors each piece — key art, an orthographic turnaround, three environment zones, props, materials — and a written element inventory proves every named thing became a real Blender asset. The verifier blocks completion on missing rows.
A concept element with no asset row = the build does not ship.
Blockout first, art second
The whole playfield plays as gray boxes before any art exists — scale, camera and difficulty fixed where a layout change costs minutes. Authored assets then replace their stand-ins one for one; the layout never gets redesigned after art exists.
Blockout → final
Gray blockoutFinished art
Feel and readability are proven by play before Blender spends a minute.
Professional weight, web budgets
High-poly detail is baked onto lean game meshes, then every model is compressed — quantized geometry, WebP textures — and hard budgets are enforced by a deterministic verifier: total payload, single-file caps, triangle counts, draw calls.
Payload — hero sceneUnder budget
skiff.glb11.0MB sculpt → baked + compressed
2.0MB
Total 3D payloadcap 12MB · 9 assets, instanced ×140
7.4MB
RENDERSTATSself-reported at first frame
176 calls · 412k tris
Verified until it matches its own art
The finished game is played, screenshotted and judged against its own concept pack — silhouette, palette, materials, motion, audio — and iterated until an honest side-by-side reads as the same art direction. Not "looks fine": matches.
Concept alignment — round 2Passed
✓
Subject silhouette + palettematches turnaround within tolerance
✓
Zone forms + materials3 zones read as their sheets
✓
Motion pair + plausibilityno gliding, no floaters, no seams
Round 1 found 3 divergences → auto-fixed → re-judged clean.
How a piece gets made
01
Concept pack
Seven sheets + the element inventory that production must satisfy.
02
Blockout
Gray boxes playing before any art — feel fixed first.
03
Blender world
Sculpt, bake, compress — once per type, instanced per placement.
04
three.js + physics
Bundled engine files, real rigid-body physics, no CDN.
05
Verify until clean
Judged against its own concepts until the side-by-side matches.
Questions, answered
Why three.js instead of a big engine?
Because the output is plain static files: the same build plays on the web, inside Android/iOS app shells and desktop apps, with no install and a payload measured in single-digit megabytes. For web-native 3D, that reach is the point.
Are the models really made by AI?
Yes — agents write Blender scripts against the platform sculpt kit: sculpt, retopology, UV, normal/AO bakes, rigging, motion-capture retargeting. Every export is verified numerically before it ships.
What stops a build from shipping ugly?
Its own concept pack. A vision judge compares rendered gameplay against every sheet and blocks completion on divergence — plus deterministic budget gates on payload, triangles and draw calls.
Can I build one myself?
Yes — the AI Game Builder runs this exact pipeline. Describe a 3D game; the pack, inventory, blockout, assets and verification all happen for your build too.
Can I try the work directly in a browser?
The lab focuses on browser-rendered 3D experiences. Use the project’s Play action to open its published output and check the controls provided for that piece.
How should I describe the camera in a 3D brief?
Specify whether the player sees the world from first person, third person, above or a fixed viewpoint. Explain what needs to stay visible during play; the camera changes both the feel and the readability of a mechanic.
What should I look for beyond the visual style?
Try movement, collisions, interaction feedback and the camera during the main action. A convincing 3D scene also needs readable controls and a functioning gameplay loop.
Build your own 3D game
Describe it. The builder draws the concepts, sculpts the assets, writes the code and verifies the result.