Arcade Den

A rec-room corner at dusk built around one working machine: the woodgrain cabinet’s screen is a live render-texture running a code-built block-breaker — attract mode demos itself until you drop a coin, then the red ball-top joystick leans with your steering and the buttons press home as you launch. Clear the eight-by-five rainbow wall to a celesta fanfare; lose three balls and the taiko calls game over before the machine drifts back to its attract loop. Around it the den does den things — fairy lights twinkle on a sagging wire, the table lamp pools warm light over the soda-and-pretzels table, the sunset marquee glows against dusk-blue walls. Musicbox carries the attract tune; xylophone plinks score every brick; every sound is a sampled instrument.

Play it now

Tap once for sound - space = coin + launch - arrows/AD or drag steer - R resets

▶  Play

The concept is the contract

The piece was concepted first — an AI key-art painting — and its hero assets were then code-modeled in headless Blender and audited against that concept. The pair below is the contract and the build.

AI concept painting
1 · AI concept
live in the engine
The same scene, live in the engine
Concept prompt

A cozy den corner with a vintage arcade cabinet glowing warmly: a woodgrain-sided cabinet with a colorful marquee light on top, a bright screen showing a simple block-breaking game with a paddle and rows of colored bricks, a red ball-top joystick and two round buttons on the control deck, a coin door below; beside it a round wooden stool and a small side table with a soda bottle and a bowl of pretzels; behind, a shelf with little golden trophies and apotted plant, string of small fairy lights along the wall, warm table lamp glow against dusk-blue walls, soft carpet with a striped rug, nostalgic rec-room mood with soft shadows, high-end stylized 3D game render, no text, no watermark, no UI

Code-modeled in Blender

The hero assets were modelled by agents writing Blender code against the platform sculpt kit — no downloaded models anywhere — and rendered by the studio harness for audit before entering the engine scene.

Blender studio render 1
Blender studio render 1 — code-modeled, rendered by the studio harness
Blender studio render 2
Blender studio render 2 — code-modeled, rendered by the studio harness
Blender studio render 3
Blender studio render 3 — code-modeled, rendered by the studio harness

Made by AI, compiled by the real Unity 6 engine

The cabinet's screen is genuinely live: an offscreen orthographic camera renders a code-built block-breaker onto a RenderTexture, which is mapped to an unlit quad seated on the Blender cabinet's own screen node — so what you watch is a real game running inside the scene, not a looping texture. The machine runs a full state flow from attract mode through coin-up, play, and win or game-over back to attract, and the joystick tilts with input while the buttons depress under it. Four code-modeled Blender exports build the den around it. Every sound is a sampled instrument, never synthesized.