Honey Harvest
The lab's third mini-game headliner, and a reuse milestone: the beekeeper and hive boxes are the exact published bytes from the Hive Meadow piece, pulled back off the gallery with their pivot-locator rig intact, while the spoke-wheeled honey cart and the glowing jar are this cycle's new Blender units. A jar appears on a random hive — walk to it and the keeper scoops it into a two-armed hug (the walk's counter-swing hands over to a carry pose), then bank it at the cart, where jars stack visibly on the bed. Five banked before the ninety-second day ends wins the round; confetti included. Menu, timer bar, win and lose screens and instant restart make it a complete loop, not a demo.
Play it now
Desktop: WASD walk, Shift run, R restart after a round · Phone: drag as a virtual stick, long drag runs · walk into the glowing jar, then into the cart
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
A cheerful stylized beekeeper in a cream suit and brass veil hat carrying a glowing amber honey jar across a sunny wildflower meadow toward a rustic wooden honey cart with big spoked wheels, wooden beehive boxes in the background, bees in the air, warm midday light, saturated greens, blue sky with puffy clouds, 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.



Made by AI, compiled by the real Unity 6 engine
Four glTF assets, two of them recycled: the keeper and hive load from the same bytes an earlier piece published, proving the rig travels with the asset, not the build that authored it. The jar's exported glass ships opaque through this import path, so its shell and honey core are re-materialled at load from build-seeded transparent and emissive variants, with an offset point light for the glow. The round logic is telemetry-logged — spawn, pickup, bank, round-end all print BENCH lines the live audit verifies against the pixels.