Fox Hollow

The lab's first four-legged gait. The fox is a Blender sphere-assembly (white ruff, dark stockings, white-tipped tail) exported as a glb whose leg, tail and head nodes carry name prefixes — Unity re-pivots them at the hips on load and drives a diagonal-pair trot whose stride rate comes from the fox's real ground speed. It circles the birch hollow through drifting leaves; tap and it yips, flattens its stride and sprints. The chase camera trails velocity, never orientation.

Play it now

Desktop: click — sprint burst · Phone: tap — sprint burst

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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

orange fox mid-trot in a golden birch clearing — white ruff, dark stocking legs, white-tipped tail, drifting leaves.

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

Full pipeline: AI concept, code-modeled Blender fox (harness render left of the player), glTFast streaming into URP WebGL, procedural trot rig from name-prefixed glTF node groups. The yip and leaf-rustle are synthesized at runtime.