The Bakehouse

Six loaves, one oven, one peel. Every loaf is baking right now whether you touch it or not - deep in the oven it darkens fast, at the mouth slower, out on the hearth it barely moves - and you cannot be at two of them at once. Press 1-6 to pick a loaf, W to push it deeper, S to draw it out; take it all the way to the cooling rack to call it done. Pull it early and it is pale, leave it deep and it goes dark, forget it entirely and it is lost. The crust colour IS the readout: all six loaves are one mesh sharing one material, each browning on its own through a property block.

Play it now

Tap once for sound - 1-6 picks a loaf - W pushes deeper - S draws it out - R new shift

▶  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 village bakehouse before dawn: a domed brick oven with its iron door swung open and a deep orange fire glow inside, round loaves at different stages of bake ranged on the hearth, a long wooden peel leaning by the mouth, a floured oak trough and scattered flour dust catching the light, cool blue pre-dawn light from a small window, warm firelight dominating.

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
Blender studio render 4
Blender studio render 4 — code-modeled, rendered by the studio harness
Blender studio render 5
Blender studio render 5 — code-modeled, rendered by the studio harness
Blender studio render 6
Blender studio render 6 — code-modeled, rendered by the studio harness
Blender studio render 7
Blender studio render 7 — code-modeled, rendered by the studio harness

Made by AI, compiled by the real Unity 6 engine

This lab has seven mini-games and FOUR of them are the same shape - gather N things before a meter fills. Nothing here was a system that fails continuously without you, where the verb is tending rather than collecting, so this one takes the peel out of your hands in the only way that matters: there is one of it, and six loaves. The art rests on something measured before any of it was modelled. Every piece this lab has shipped gives objects individual colours by CLONING a material for each one - five cycles running, never questioned. The standard alternative, a property block written onto one shared material, had never been tested here at all. Twelve tiles off a single material came back with twelve distinct colours, pixel-identical to cloning, against a control of one - so the six loaves here are one mesh and one material, and each browns on its own. That is not an optimisation detail: the crust colour is the only readout the game has, and a player who never reads a word of the panel can still see which loaf is about to be lost.