Bay Reel
A six-shot camera reel over a hangar the lab already built. Crane down, push in on the canopy, track low past the safety rails, whip pan to the raised arm, orbit push, then a handheld move that racks focus from the rail in the near field back to the mech. Focal length, focus distance, dutch angle and handheld drift are all keyframed per shot, so the depth of field is part of the move rather than a filter over it. Tap for the next shot, drag to break out into free look, space to hold a frame. The mech and its cradle are not new assets: they are the exact files published by the Bay Check piece, pulled back off the gallery to prove a second build can consume a shipped one.
Play it now
Desktop: tap for the next shot, drag for free look · keys: 1-6 jump, space hold, R restart · Phone: tap to cut, drag to look
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.


Concept prompt
cinematic film still inside a mech repair hangar, a chunky teal armored mech in an orange service cradle seen in dramatic low-angle three-quarter framing, deep depth of field with the foreground cradle beam blurred and the mech sharp, volumetric haze and light shafts from ceiling strip lights, cyan rim light and warm amber practicals, anamorphic widescreen composition, moody industrial atmosphere, high-end stylized 3D game render, no text, no watermark, no UI
Made by AI, compiled by the real Unity 6 engine
An engine probe with two questions. First, whether URP depth of field survives a WebGL build the way bloom does — it does, and the rack focus in shot six is the proof. Second, whether a piece can be built on assets another piece already shipped: the mech and cradle here are byte-identical to the ones on the Bay Check page, re-lit and re-rigged from their own modeled pivots rather than re-exported. Cuts and camera whirs are synthesized at runtime.