Lantern Lane

The lane itself is the piece: a cobbled old-town street at autumn dusk, stone joints and wear underfoot, leaf drifts along the curbs, timber-framed houses built from two instanced Blender variants with glowing leaded windows, iron lamps pooling warm light, an overhanging maple, chimney smoke and falling leaves under a blended dusk skyband with cloud wisps and early stars. You walk the ginger cat — a fused-mass character with a diagonal-pair gait driven on its glb leg pivots, tail swaying, nose leading its velocity — to gather six golden leaves, and every solid structure genuinely pushes back: walk into a house and the lane holds you out. Sampled harp and clarinet over crickets and wind; glockenspiel for every leaf.

Play it now

Tap once for sound - arrows/WASD walk the cat - R restarts

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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

A cozy old-town lane at autumn dusk: crooked timber-framed houses with steep tiled roofs and warmly glowing leaded windows lining a curved cobblestone lane, a black cast-iron street lamp casting a warm pool on the cobbles, a small cafe with a striped awning and a chalkboard, an old maple tree with amber and rust leaves overhanging a stone wall, golden fallen leaves scattered on the stones, a small ginger cat walking down the middle of the lane, warm window light against cool blue-violet dusk shadows, wisps of chimney smoke, nostalgic storybook mood with soft shadows, 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.

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
Blender studio render 4
Blender studio render 4 — code-modeled, rendered by the studio harness
Blender studio render 5
Blender studio render 5 — code-modeled, rendered by the studio harness
Blender studio render 6
Blender studio render 6 — code-modeled, rendered by the studio harness

Made by AI, compiled by the real Unity 6 engine

Five code-modeled Blender exports — cat (rig contract of leg/head/tail pivots plus paw probes), two timber house variants, street lamp and maple-with-wall — ship as named nodes; the engine instances the houses into rows, re-materials every glowing window, and owns the lane fabric, sky and weather. All sound is sampled — harp, clarinet, glockenspiel, celesta, real cricket and wind loops — never synthesized.