A suminagashi marbling tray where the effect does nothing until you touch it. Drop a ring of ink on still water and every earlier ring is pushed outward by real area conservation, so the bands nest instead of blurring. Fan them, rake them with a comb, then lift the print.
A flight of rice terraces at first light where the environment is the machine, not the scenery: one spring at the top of the hill, five stepped basins, and sluice gates you walk to and lift. The water is conserved and a basin filled past its brim is lost over the bund, so filling them all is a sequencing puzzle.
A handweaver's shed at first light, and a machine you work rather than watch: press a treadle and the warp splits into a shed, throw the shuttle through the gap, beat the weft home. Every pick you beat is a line in the cloth, and its spacing records how well you kept the rhythm.
A tuner's dawn in an empty concert hall, where the puzzle is something you hear: strike a string and it sounds against a reference a few cents off, the two beat together, and you lean on the pin until the pulse stills. The beating is real interference between two sampled piano notes — nothing simulates a wobble.
A river ferry at dusk and a verb this lab had never built: STOW. Take cargo off the stone quay and put it on a spot on the deck - and the boat answers, because the answer is arithmetic. Draft is the total mass over the waterplane area, so every basket you take aboard sinks her by a computable amount; a load placed off the centreline is a moment, and she lists by the angle it makes against the water's restoring stiffness. The waterline on her hull is the whole instrument - not a bar drawn over the scene, but where the river actually meets the boat. Load her heavy and she floats low with no margin; lean the weight out on the rail and the cargo creeps, then goes over the side, and if the roll beats the creep the river comes in. Harp, clarinet and koto in D mixolydian over a recorded river.
A limestone sea-cliff and a verb this lab had never built: REACH. Drag a hand or a foot to a hold and two-bone inverse kinematics puts it exactly there - the shoulder and elbow solve by trigonometry onto the rock. Grip is spent by every pull, drained faster by crimps than jugs and slowest when your weight is on your feet, which is what real climbing teaches; rest to get it back, post protection into a crack so a fall becomes a swing instead of the deck, and top out before your forearms give. Cello, english horn and pizzicato strings in F lydian over recorded ocean and wind that rise with your height.
A village dye yard where color is chemistry you can misjudge: steep white cloth in indigo, madder or weld, and pull it DARKER than the commission swatch because cloth dries lighter. Overdye across vats for green and plum - the color model is multiplicative transmittance, so dyes mix like real dye - spend the vats' strength, and fill five commissions before nine bolts run out. Every verb is a click on the world: basket, vat, line, board, well. Nylon guitar, viola, pan flute, marimba and a reserved glockenspiel ladder carry a G-dorian work song over valley air and simmering vats.
A balloon that cannot steer: burn to climb, vent to sink, and ride three wind layers each blowing its own way - the drifting cloud strata ARE the wind map. Drop weighted markers on the chalk crosses (they fall with your inherited drift) and set down on the festival green before the propane runs dry; the thermal lag makes every climb a commitment. French horn, harp, tuba, celesta and piccolo dawn chorale - every sound a sampled instrument.
A hill sawmill on a fast beck, and the lab's proof piece for the environment floor: ground measured in texels per metre, thousands of grass instances in chunked meshes, a collider on every solid, and a sky with real cloud forms over ranked fells.
An autumn evening in a walled dale — you never touch the sheep, you place the dog, and the flock moves because he's there. Click the pasture to send him, press S to drop him so six ewes settle into the fold.
Dawn on a highland moor, and the light is right for about ten minutes. Walk the site, stand to the theodolite, and lay the cross on every standing stone, the fallen one, the tent and both trench corners before it's gone.
A border checkpoint at three in the morning. Press 1-4 to inspect a permit's fields against the posted rules and the open ledger, then S to stamp it through or D to turn it away. Get it wrong and it costs you.
Build a sound instead of playing one: every stop you draw stacks another sampled rank onto every note. Match the registration the piece names in words — weight, brightness, top, edge.
A half-wild pony that reads YOU: rush her and she goes, hold still while she watches and she settles. Runtime-baked NavMesh flight, legs swung on pivots measured from the model.
Fog hides everything, so you identify vessels by EAR: one prolonged blast is a steamer, prolonged plus two short is a tow, a rapid bell is a ship at anchor. Log what you heard before she passes.
Vision-mix a live regatta: four cameras live at once on the CRT wall, preview one, take it to air — and the piece measures whether the eight was really in the shot you were on.
Pack a firework shell by hand — load the stars, ram the lift, set the break charge — then read your own workmanship in the burst. Code-modeled Blender bench, tubes and copper mortar; URP particle stars.
Search a fogbound pine hollow by lantern light for eight dry fronds - the fog genuinely hides them, and raising the lantern to see further burns the oil faster.
Saddle-stitch a seat seam - set each stitch as the marker runs, hold the thread tension in band, and keep the spacing even. Every surface carries real close-range grain.
Fire a load of pots to temperature - work the bellows, vent the door, and hold the heat in a narrow band while the glaze matures from matte slip to deep gloss. Overfire it and the glaze bloats.
Fishing nets drying on a harbour rack — and the lab test of Unity Cloth component, which turns out not to simulate here at all, measured against a hand-driven net hanging beside it.
A grey heron drawing back to strike — and the lab first code-built SkinnedMeshRenderer, with a runtime-skinned neck beside the rigid segment chain it replaces.
Drum on the beat to keep a festival crowd roaring, and hold SHIFT for a rolling flourish that spends stamina you only get back by resting - two lions, a taiko drummer and seven lantern lights that swell with the crowd meter. Underneath it is the lab first test of Unity own AnimationClip system, with a runtime-authored clip driving one lion head and an identical hand-driven head beside it as the control.
Two rally cars race side by side - one on WheelCollider suspension, one on the proven rigid-body recipe - to see if Unity vehicle physics works in a code-built build.
A clockmaker's night bench as a coherence test: three Blender kit exports — bench with open regulator clock, loose brass movements, tools and shelving — under one warm lamp, every gear turning. Probes a runtime ReflectionProbe with a published brass-vs-felt control group; a boot-order capture bug was found and fixed so the reflection is live by default.
An abandoned brick roundhouse half-buried in desert dune at dusk - nine arched bays, a collapsed truss roof and a turntable pit with rails fanning out under the sand. 1700 ballast shards drift across the floor in two batched draw calls.
A three-tier stone fountain where every splash is real: water particles collide with the authored basin surfaces and a Collision sub-emitter bursts spray exactly at each impact. Press S to cut the splash.
Swim a code-modeled sea otter nose-first through a kelp forest - spine and tail undulating, four paws paddling - dive on a breath budget and crack abalone at the surface.
The interface is the game: a live RenderTexture eyepiece pans a hidden star world - 650-star shell, ringed planet, teal comet, red nebula - while the real Blender refractor slews on its mount in sync. Center each target in the crosshair, log the survey, watch the live seeing trace waver under the red chart lamp. Atmosphere pads and celesta log-stamps - every sound a sampled instrument.
A violin maker's lamplit attic: fit the bridge, strings and pegs of a work-in-progress violin - each part a real separable model node appearing in place - then bow her and the varnished violins and guitar on the wall answer softly from their own spots in the stereo field. One pitched violin sample is her whole voice. Nylon-guitar hush and drifting lamplight motes - every sound a sampled instrument.
The wind is the performer: five chime tubes hung along the eave each ring ONE tubular-bell sample pitch-shifted to its note through its own 3D spatial voice, gusts strum them across the stereo field, and the storm hums low three-note phrases for you to answer by retuning the tubes and strumming back. Five answers and the storm passes. Tremolo strings and atmosphere bed, distance-delayed timpani thunder - every sound a sampled instrument.
A complete pocket game: scuttle the coral crab across a golden-hour cove gathering six pearls before the living tide - a wave-animated water surface that slides inland with foam and wet-sand bands riding its waterline - claims the beach. Wade too deep and the waves push you staggering back. Nylon guitar, marimba and kalimba shore loop - every sound a sampled instrument.
The sky is the playfield: three living aurora curtain bands sway and breathe over a frozen-lake camp - tune them to the called hue and a surge rolls down the band, mirrored in light pillars on the ice; five answered calls unlock the tri-color great dance. Warm cabin, drifting embers, chimney smoke, falling snow; vibraphone and harp vigil loop - every sound a sampled instrument.
Glaze a leaded stained-glass window: pick empty panes, cycle five glass hues to match the sketch, and the low sun blazes through as colored pools bloom on the workshop floor. Every pane derives from just two seeded material variants cloned at runtime; vibraphone and harp hush loop - every sound a sampled instrument.
The camera is the game: pan, zoom and focus-pull a wildlife photographer's long lens on a golden-dawn pond, wait for the Blender deer's moment - grazing, drinking, head-up alert - and snap render-texture polaroids onto the film strip. Real Bokeh depth of field, drifting mist and sun shafts through the birches; harp and flute dawn loop - every sound a sampled instrument.
A vintage parlor bagatelle as a live physics probe: SpringJoint plunger, HingeJoint motor flippers, constant-impulse brass bumpers and a CCD-asserted steel ball with a tunneling watchdog - every measurement logged to the console as you play. The probe caught real engine lessons the tenant builder now inherits. Sampled nylon guitar, glockenspiel and timpani.
A storybook snowman come to life: hop him around a pastel-dusk clearing on squash-stretch hops with snow-puff landings, his scarf fluttering and his head looking where he goes - or tip his bobble hat, wave a twig arm and spin for joy. Falling snow, snow-laden pines and a warm post lantern; epiano and strings dusk loop - every sound a sampled instrument.
A meteor shower over a moonlit meadow: run a scarf-trailing child on a real gait, chase each golden streak's telegraphed landing ring, and swing the butterfly net to jar seven falling stars before the dawn meter fills. Missed stars glow where they fall and fade; hay bales and the boulder wall genuinely block you. Vibraphone and harp night loop - every sound a sampled instrument.
Swing giants on a real pendulum model: pump the Blender-rigged gymnast at the bottom of her arc, release up high into a tucked spin that carries the swing's momentum, and land on the crash mat for a judged score with flip cards - or tumble, walk back on a real gait and remount. Piano waltz, harp release, taiko landings - every sound a sampled instrument.
A vintage cabinet runs a live block-breaker on its own render-texture screen: drop a coin and the attract demo hands you the paddle - the red ball-top joystick leans with your steering and the buttons press home. Clear the rainbow wall to a celesta fanfare while fairy lights and lamp glow warm the dusk-blue den. Musicbox attract tune, xylophone brick plinks - every sound a sampled instrument.
Serve five customers at a golden-morning bakery counter: orders float as tiny pastries above the curved glass case, and you pick the matching croissants, tarts and loaves from the trays — the brass register cha-chings with a spinning crank and popping drawer. Six sculpted pastry heroes, sun shafts and flour dust, all sampled instruments.
Compose on a real music box: pin the eight-step punch card and the brass drum carries your pins past a graded steel comb — every pluck is a real sampled musicbox note. Ghost-play the maker's tune, match it pin for pin, and the workshop celebrates in celesta under the green banker's lamp.
Walk a ginger cat down a cobbled old-town lane at autumn dusk: glowing timber houses, warm lamp pools, falling leaves and chimney smoke under a blended dusk sky. Gather six golden leaves — and every wall genuinely pushes back. Sampled harp and clarinet over crickets and wind.
Drive a little red tug at dusk with real boat feel — nose leads the helm, hull banks, and the prop visibly reverses churn when you back astern. Light five lantern buoys around the glassy harbor, dodge the shoal that thumps but never traps, all to sampled guitar and harmonica over a real ocean loop.
Four live camera rigs tour a night carnival: an orbiting boom, a saddle ride on a posting carousel horse, a ferris gondola ascent and a long-lens tripod pan with real follow lag — over rides that obey real mechanics, gondolas hanging world-upright from the turning wheel, all to a sampled accordion waltz.
Drive a wind-up tin robot through a lamplit night nursery: stiff waddle on the glb rig pivots, brass key spinning as the spring unwinds, woodblock footsteps, six alphabet blocks to collect to a musicbox lullaby — and a striped ball that bowls him over, though he always winds back upright.
Match five glaze orders in a lantern-lit pottery studio: kalimba jar taps, a spinning banding wheel, and a kiln whose iron door swings on its real hinge rod. Every finish is true rendering — gloss celadon, oxblood, metallic bronze, procedural crackle ivory — over sampled koto and fire ambience.
Real physics is the instrument: glass marbles roll four zigzag ramps, each board contact rings a tuned sampled celesta note, the brass bell swings on a real hinge when struck, and the catch dish counts every run. Up to three marbles race over a music-box underlay.
A waterfall grotto built of engine VFX: layered falling sheets, drifting mist and a light shaft through the spray over a mossy stone arch and pool, with a pagoda lantern glowing in the haze. Real sampled water rush and koto.
A marionette on live strings: real physics threads run from the control bar to a jointed puppet who bows, waves and dances on cue under crimson stage light — pull a string and the whole rig answers. Sampled pizzicato and harp score the act.
A late-night radio den: tune the vintage wireless across a glowing dial HUD, catch each station out of the static, and the amber magic-eye blooms as you lock on. Station music and every operational sound are sampled instruments.
A horologist's bench after hours: grandfather and mantel clocks run true clockwise time on hands that radiate from their pivots, a gooseneck magnifier bends real glass over the workpiece, and warm lamplight fills the shelves. Sampled ticks, chimes and bell strikes.
Echo the marimba: a workshop memory game where four sampled bars light and ring in growing phrases — miss and the phrase resets, land all eight rounds and the bench lamp flares. Every tone is a real sampled marimba note, never synthesis.
A toy cog railway laps a mountain loop: heading-integrated track with a real elevation profile, arc-length train articulation, grade-driven speed, and wheels that provably roll at true ground speed.
A scrubbable 55-second one-take around a sunset lighthouse: Catmull-Rom flight path with splined look-targets, per-waypoint focal length, curvature-driven roll, and a rotating volumetric beam.
A working shop interface over a Blender counter: item cards with live stock, brew timers and a regenerating coin economy, floating sale labels pinned to glowing bottles, and brass scales that tilt as the shop earns.
Four pot finishes — glossy celadon, matte terracotta, metallic lustre, raw clay — under a driven day-to-night cycle built from the lab's two measured lighting curves, with the kiln fire and pole lantern as the night's practicals.
Forty carved rigidbody dominoes cascade along an S-curve to ring a bronze bell — a pure-physics piece with a wave-tracking camera, monotonic fallen-count telemetry and a repeatable reset.
A fireworks festival over a lake: code-built multi-stage shells — peony, ring and willow — bloom above a Blender pavilion and lantern-lined pier, every burst carrying its own fading light.
Ten felt-gnome villagers hop-march a dusk village square with squash-and-stretch, scheduled emotes and pendulum lanterns — a crowd-animation piece lit entirely from a measured night-lighting curve.
A complete mini-game on the lab's character stack: ferry five glowing honey jars from the hives to the cart before the day ends — menu, timer, win/lose, restart, and every asset streamed from Blender exports.
An articulated Blender beekeeper with a velocity-synced walk and run gait in a bright wildflower meadow: pivot-locator rig, look-at head, orbiting bees and hive boxes streamed via glTFast.
A Blender-authored hovercraft with real drift physics on a dusk glacial lagoon: throttle-driven ducted fan, deflecting rudder, skirt spray and bobbing ice-floe obstacles.
A walkable desert canyon derived entirely from one wash path: stratified walls, a fused Blender arch, clearance-banded hoodoos and saguaros, dust devils, a rigidbody tumbleweed and a guided walk.
A code-built diagnostics console wired to a real scene: scanner rings sweep a Blender mech while subsystem bars resolve, callout tags track hull anchors as you orbit, and every button changes something you can see.
A materials study lit only by flame: hammered Blender copper straight off the glTF export, genuinely transparent glass with glowing liquid from seeded shader variants, glazed ceramic and rough oak — tap to light the burner and watch it come to a boil.
The third mini-game: wind a Blender toy catapult, aim, and fling boulders at a castle-kit keep with real rigidbody demolition — three escalating rounds, staged rebuilds between them, score and best.
Kit coherence made playable: four Blender castle assets multi-instantiated into 22 pieces that raise a full keep in tap-driven stages — overshoot rises, dust thuds, a fanfare and swaying banners at the top.
A Blender rabbit on a real animation state machine: squash-and-stretch hop cycles with velocity-lagged ears, nibble and sit-up-alert emotes, and a squeaking triple bound on tap.
The lab first weather system: two thousand stretched rain streaks, expanding puddle rings on a glassy road, drifting mist and a warm Blender lamppost — tap to swing between downpour and drizzle.
The lab goes indoors: a stone corridor lit only by flickering torch point lights and bloom, with a Blender iron-banded gate that swings open on hinge-locator pivots to reveal the teal chamber beyond.
The lab first quadruped: a Blender fox glb trots a birch hollow on a live diagonal-pair gait — name-prefixed glTF nodes re-pivoted at the hips, stride rate from real ground speed, tap for a yipping sprint.
Engine probe for the full joint stack: a ball-socket chained wrecking ball, hinge-jointed rope bridge, motor-driven great wheel and live SpringJoint bounce plates — with numeric telemetry proving every mechanism.
Full carnival mini-game: 40-second timed rounds of can-knockdown with escalating pyramids, procedural throw audio, score/best tracking, and prize-bear shelf — three Blender glbs streamed through glTFast.
A Blender-modeled seaplane flying banked figure-eights over a turquoise morning bay — re-pivoted prop nodes spinning at speed, barrel rolls on tap, drifting clouds and sun glitter on the water.
A twilight forest shrine from four Blender glbs — gate, ringable bronze bell, tiered hut, glowing stone lanterns — with fireflies, ground mist, bloom and a chime synthesized sample-by-sample in code.
A carnival knock-down stall at dusk: throw wooden balls at a pyramid of Blender-modeled tin cans with real rigid-body physics — glowing string lights, fairground bokeh, a knocked-down counter and instant restack.
Four camera behaviors as the subject: a follow cam with occlusion pull-in (telemetered live), a rail dolly pan, an over-shoulder chase and a top-down — cycling over the waddling penguin in an ice-arch course, with screen-shake on demand.
A complete game from the whole pipeline: drive the Blender-modeled wind-up robot
around a toy-desk playfield, collect six stars before the spring runs down, grab
gears to rewind. Menu, win/lose, restart, confetti — all code-built.
A code-modeled Blender tin robot brought to life in-engine: the glb's named parts
are re-parented onto computed joint pivots and marched procedurally around a toy
desk, stride phased to real speed, key forever turning. Tests glb node re-pivoting
and speed-driven procedural animation.
A three-glb Blender market kit — stall, glowing lanterns, produce crates —
streamed into a live Unity night scene: swaying lantern light, bloom halos, cobbles
fading from lamplight to night blue. Tests multi-glb loading and repeated
instantiation from one import.
A code-modeled Blender penguin streamed via glTF onto a live icy dawn shore —
falling snow, ice floes, and a happy hop with a squash landing on tap. Tests the
merged pipeline on an organic character hero with procedural plumage detail.
A code-modeled Blender tugboat streamed via glTF into a live golden-hour harbor —
bobbing hull, wooden dock, steam puffing from the stack. Tests the merged
concept-to-engine pipeline on a hard-surface vehicle hero.
The whole pipeline in one piece: an AI-concepted, Blender-code-authored octopus
exported as glTF and loaded live by the engine at runtime, on a turntable stage with
concept-matched lighting. Tests glTFast streaming, runtime instantiation and
pipeline timing.
A full code-built uGUI interface over a drone-arena auto-battle — live health and
energy bars, a RenderTexture minimap, objective banner, floating damage numbers and a
working ability button. Tests the uGUI safe subset, EventSystem wiring and
world-to-screen projection.
A campfire clearing at night — additive fire, stokeable spark bursts, drifting
alpha smoke, noise-driven fireflies, a flickering firelight and HDR bloom from a
runtime-built post volume. Tests code-configured particles and URP post-processing.
A night showroom recreated from an AI concept painting — ceramic and steel
smoothness ramps, flickering neon signage on a peg-board wall, true glass
transparency, runtime pixel textures and a live day-night mood toggle. Tests PBR
ramps, emission, transparency and lighting calibration.
Six performers, six fully procedural cycles — walk, run, jump, sword swing, wave
emote and a squash-and-stretch slime hop. No keyframes or clips; every pose computed
per frame on a code-built joint hierarchy. Tests procedural animation and rig posing.
A walkable clearing built from primitives — layered canopies, pines, a rock-rimmed
pond, mushrooms and wildflowers under soft shadows and depth fog. Tests environment
composition, a visible tree-ring boundary, touch-drag walking and an
occlusion-aware follow camera.
Three racer silhouettes — speedster, muscle, buggy — with emissive lights on a night
circuit. Drive the speedster: throttle easing, speed-scaled steering, body roll and
box-accurate collision.
A jointed character rig with a fully procedural walk cycle, idle breathing, head
look-around and a motion-reactive scarf — walk him around a dusk-lit stone stage
bounded by a real rim wall.
Physics collect-a-thon — roll the ball, gather all 12 gems. Rigid-body momentum,
soft real-time shadows, depth fog and a live HUD. The piece that proved the headless
Unity pipeline end-to-end.
No projects in this category. Choose another category.
AI agents write the Unity project
AI agents write the C# gameplay and use Unity’s build tools to turn the project into a playable game. No canvas fakes, no engine lookalikes: agents author complete C# projects — physics, cameras, URP rendering, UI — and the platform compiles them headlessly to WebGL. What plays in your browser is the same engine professional studios ship on.
$ unity -batchmode -buildTarget WebGL ✓ compile · assemblies clean ✓ URP pipeline · linear color ✓ Build/webgl.wasm — engine-verified boot ✓ desktop keyboard + mobile touch · playable
Concept → Blender → engine
Each piece begins as an AI key-art painting whose named elements become a contract: hero assets are recreated in headless Blender — modelled, textured, baked — and placed in the engine scene. Every audit round judges the build against its own concept sheets.
Patchwork valley + festival greenterrain, hedgerows, striped tents
✓
Sampled-instrument scorehorn, harp, tuba, celesta — no oscillators
Full games, not tech demos
Every piece is playable to a win condition on desktop keyboard and mobile touch — vehicles with honest physics, characters that really walk, UI that reacts. The gallery spans families: physics, vehicles, animation, materials, audio, cameras, mini-games.
A piece ships only after verified playthroughs on desktop and mobile — screenshots judged against the concept sheets, close-gates on feel and readability. Every defect found here becomes guidance in the BuildMidas game builder, so customer builds inherit the craft.
Cycle close — gate chainPASS
✓
Verified playthroughautopilot + hands-on, desktop + mobile
✓
Concept alignmentside-by-side vs its own key art
✓
Lesson filedbuilder guidance updated the same pass
How a piece gets made
01
Concept pack
AI key art + element inventory — the contract production must satisfy.
02
Blockout
Gray primitives playing first — feel before any Blender time.
03
Blender assets
Hero assets modelled, textured and baked headlessly.
04
Unity C# + WebGL
A complete engine project, compiled headlessly to the browser.
05
Verify until clean
Playthroughs + concept alignment until a round finds nothing.
Questions, answered
Is this really the Unity engine?
Yes — the real Unity 6 editor runs headlessly on the platform and compiles each piece to WebGL. The wasm booting in your browser is the same engine runtime studios ship.
Where do the models and sounds come from?
Nowhere external. Assets are modelled in headless Blender by agents; audio is performed on the platform’s sampled-instrument stack. No downloaded models, textures or clips anywhere.
Does it play on phones?
Every piece ships desktop keyboard controls and mobile touch controls, and both are part of the verified playthrough before a piece enters the gallery.
Can I build one myself?
Yes — the AI Game Builder runs this same pipeline for customer builds, and every lesson this lab learns lands there as guidance.
Why can the first browser load take a while?
A Unity WebGL piece loads an engine runtime and its assets before play begins. Initial loading time varies with the piece, connection and device; let it finish before judging in-game responsiveness.
Where can I learn what a Unity piece is demonstrating?
Open Project details for the piece’s description and available production information, then use Play to try the interaction. The gallery description identifies the mechanic or pipeline capability being explored.
What should I specify for a physics-based game?
Describe the player’s main action, the objects it affects and the rule that determines success. Add the camera, target device and controls so the brief covers the interaction as well as the appearance.
Build your own game on a real engine
Describe it. The builder draws the concepts, models the assets, writes the C# and verifies the result.