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3D worlds, built by AI agents.

Explore 3D game worlds, gameplay and visual studies built in Unity, with assets authored through Blender.

The public lab process

AI work you can inspect.

Explore the published work ↗
  1. AI authors

    Concept → Blender → Unity

    AI agents author the assets and C# gameplay, then build the project in Unity.

  2. AI inspects

    Play and inspect the result

    Agents check the game, rendered frames and published evidence, then revise the work.

  3. Lessons return

    Tools and prompts improve

    Findings are recorded and carried into the builder’s guidance and tools for future work.

Made in the lab.

Explore all labs ↗

live in-engine frame

VFX

Ink Rings

About this project

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.

live in-engine frame

Environments

Paddy Steps

About this project

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.

live in-engine frame

Props & Sets

Weaver Shed

About this project

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.

live in-engine frame

Audio

Tuning Hall

About this project

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.

live in-engine frame

Physics play · Buoyancy & Trim

Punt Landing

About this project

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.

live in-engine frame

Characters · Limb IK

Crag Line

About this project

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.

live in-engine frame

Materials · Dye Craft

Dye Yard

About this project

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.

live in-engine frame

Vehicles · Wind Layers

Dawn Lift

About this project

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.

live in-engine frame

Physics · Environment Floor

Millrace

About this project

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.

live in-engine frame

Animation · Full Pipeline

Beck Fold

About this project

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.

live in-engine frame

UI/HUD · Full Pipeline

Henge Survey

About this project

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.

live in-engine frame

UI · Full Pipeline

Night Desk

About this project

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.

live in-engine frame

Mini-game · Full Pipeline

The Bakehouse

About this project

Six loaves bake whether you watch them or not, and you have one peel. Push them deeper, draw them out, and read the crust — pale, good, or lost.

live in-engine frame

Audio · Full Pipeline

Organ Loft

About this project

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.

live in-engine frame

Characters · Full Pipeline

Long Meadow

About this project

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.

live in-engine frame

Audio · Full Pipeline

Fog Station

About this project

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.

live in-engine frame

Camera · Full Pipeline

Gallery Cut

About this project

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.

live in-engine frame

VFX · Full Pipeline

Emberworks

About this project

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.

live in-engine frame

Environments

Fern Hollow

About this project

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.

live in-engine frame

Props/Sets

Tannery Yard

About this project

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.

live in-engine frame

Audio

Bell Loft

About this project

Ring the changes on five bronze tower bells - pull a rope and the bell speaks half a swing later, so you commit ahead, and each row permutes the last.

live in-engine frame

Materials

Glaze Kiln

About this project

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.

live in-engine frame

Physics Play

Quay Nets

About this project

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.

live in-engine frame

Characters

Reed Heron

About this project

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.

live in-engine frame

Animation

Lion Dance

About this project

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.

live in-engine frame

Vehicles

Gravel Stage

About this project

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.

live in-engine frame

UI/HUD

Sonar Deck

About this project

A submersible console at night - and a side-by-side test of whether uGUI masking clips anything in a code-built WebGL scene.

live in-engine frame

Mini-game

Signal Box

About this project

Work a night shift on a real lever frame, routing trains before they reach the signal - and see a world-space Canvas measured against its control.

live in-engine frame

Camera

Soundstage Crane

About this project

A camera crane plays a four-shot list over a lit set — and the piece proves URP camera stacking blacks out the whole frame.

live in-engine frame

Audio

Gamelan Pavilion

About this project

Mallet automata play a sampled bronze gamelan at night — and the piece measures whether Unity can read its own audio mix on WebGL.

live in-engine frame

Props/Sets

Clockmaker Bench

About this project

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.

live in-engine frame

Environment · Roundhouse

Roundhouse Dunes

About this project

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.

live in-engine frame

VFX · Fountain

Plaza Fountain

About this project

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.

live in-engine frame

Materials · Mosaic

Mosaic Bench

About this project

Five tessera materials generated in code - gold, glass, glaze, marble, slate - each answering one rakeable light differently. Set the missing tiles.

live in-engine frame

Characters · Swimmer

Kelp Otter

About this project

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.

live in-engine frame

Animation · Smithy

Forge Strike

About this project

Swing a hammer through a real animation arc - anticipation, impact, follow-through - and forge a horseshoe while the iron is hot.

live in-engine frame

Vehicles · Waterway

Canal Barge

About this project

Drive a narrowboat through a working stone lock - gates swing, the chamber floods, the boat rises - and berth her at the village quay.

live in-engine frame

UI & HUD · Console

Star Console

About this project

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.

live in-engine frame

Props & Sets · Workshop

Luthier Loft

About this project

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.

live in-engine frame

Audio · Wind & Storm

Storm Chimes

About this project

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.

live in-engine frame

Mini-Game · Environments

Tide Cove

About this project

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.

live in-engine frame

VFX · Living Sky

Aurora Vigil

About this project

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.

live in-engine frame

Materials · Seeded Variants

Stained Light

About this project

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.

live in-engine frame

Camera · Playable Viewfinder

Meadow Lens

About this project

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.

live in-engine frame

Physics Play · Engine Probe

Brass Pinball

About this project

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.

live in-engine frame

Characters · Living Snowman

Frost Friend

About this project

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.

live in-engine frame

Mini-Game · VFX · Characters

Star Catcher

About this project

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.

live in-engine frame

Animation · Full Pipeline

Chalk Flight

About this project

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.

live in-engine frame

UI & HUD · Live Screen

Arcade Den

About this project

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.

live in-engine frame

Props & Sets · Mini-Game

Morning Bakery

About this project

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.

live in-engine frame

Audio · Player-Composed

Musicbox Workshop

About this project

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.

live in-engine frame

Environments · Walkable

Lantern Lane

About this project

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.

live in-engine frame

Vehicles · Drivable

Harbor Tug

About this project

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.

live in-engine frame

Camera · Four Live Rigs

Carousel Nights

About this project

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.

live in-engine frame

Characters · Playable Hero

Tin Toybox

About this project

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.

live in-engine frame

Materials & Looks · Mini-Game

Glaze & Fire

About this project

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.

live in-engine frame

Physics Play · Audio

Marble Chime

About this project

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.

live in-engine frame

VFX

Mist Hollow

About this project

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.

live in-engine frame

Animation

String Theater

About this project

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.

live in-engine frame

UI & HUD

Wireless Nook

About this project

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.

live in-engine frame

Props & Sets

Clock Atelier

About this project

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.

live in-engine frame

Mini-Game · Audio

Mallet Memory

About this project

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.

live in-engine frame

Vehicles · Full Pipeline

Summit Line

About this project

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.

live in-engine frame

Camera · Full Pipeline

Beacon Point

About this project

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.

live in-engine frame

UI / HUD

Potion Shop

About this project

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.

live in-engine frame

Materials / Looks

Kiln Yard

About this project

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.

live in-engine frame

Physics Play · Full Pipeline

Domino Run

About this project

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.

live in-engine frame

VFX · Full Pipeline

Sky Blossom

About this project

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.

live in-engine frame

Animation · Full Pipeline

Lantern Parade

About this project

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.

live in-engine frame

Mini-Game · Full Pipeline

Honey Harvest

About this project

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.

live in-engine frame

Characters · Full Pipeline

Hive Meadow

About this project

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.

live in-engine frame

Vehicles · Full Pipeline

Floe Runner

About this project

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.

live in-engine frame

Camera · Full Pipeline

Bay Reel

About this project

A six-shot cinematic camera reel with keyframed focal length and a real rack focus through URP depth of field, staged over a re-used Blender hangar.

live in-engine frame

Environments · Full Pipeline

Red Gorge

About this project

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.

live in-engine frame

UI + HUD

Bay Check

About this project

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.

live in-engine frame

Materials + Looks

Alchemy Still

About this project

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.

live in-engine frame

MINI-GAME

Siege Green

About this project

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.

live in-engine frame

PROPS + SETS

Keep Rise

About this project

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.

live in-engine frame

ANIMATION

Clover Hop

About this project

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.

live in-engine frame

VFX

Rain Lane

About this project

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.

live in-engine frame

ENVIRONMENTS

Torchlight Hall

About this project

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.

live in-engine frame

CREATURE

Fox Hollow

About this project

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.

live in-engine frame

PHYSICS PLAY

Joint Works

About this project

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.

live in-engine frame

PHYSICS PLAY

Midway Mania

About this project

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.

live in-engine frame

Vehicles · Full Pipeline

Seaplane Bay

About this project

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.

live in-engine frame

Environments · Full Pipeline

Shrine Glade

About this project

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.

live in-engine frame

Physics Play · Full Pipeline

Can Alley

About this project

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.

live in-engine frame

Camera · Engine Probe

Camera Gym

About this project

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.

live in-engine frame

Mini-Game · Full Pipeline

Wind-Up Dash

About this project

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.

live in-engine frame

Animation · Full Pipeline

Wind-Up March

About this project

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.

live in-engine frame

Props / Sets · Full Pipeline

Night Market

About this project

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.

live in-engine frame

Characters · Full Pipeline

Penguin Shore

About this project

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.

live in-engine frame

Vehicles · Full Pipeline

Tugboat Harbor

About this project

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.

live in-engine frame

Full-Stack Bench

Octopus Stage

About this project

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.

live in-engine frame

UI / HUD

Mission HUD

About this project

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.

live in-engine frame

VFX

Ember Night

About this project

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.

live in-engine frame

Materials / Looks

Material Foundry

About this project

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.

live in-engine frame

Animation

Motion Lineup

About this project

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.

live in-engine frame

Environments

Forest Glade

About this project

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.

live in-engine frame

Vehicles

Racer Trio

About this project

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.

live in-engine frame

Characters

Explorer

About this project

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.

live in-engine frame

Mini-game

Gem Roller

About this project

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.

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.

ELEMENT_INVENTORY.mdcontract met
Balloon + basket + streamerconcept sheet → Blender → engine
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.

Piece families13 groups
Vehicles · Physics · Charactersreal rigidbodies, articulated rigs
Materials · VFX · Audio · Camerasengine features, visibly earned
Mini-gamescomplete loops with win states

Audited live, lessons fed back

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.