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
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
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.



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.