Midway Mania

The lab's second complete game: 40 seconds on the clock, a pyramid of Blender-modeled tin cans with real rigid bodies, and every knockdown scores. Clear the stack and a bigger one rises in its place with a bonus. A session best keeps you honest, three plush bears (the newest Blender asset — sphere-built with procedural felt) watch from the prize shelf, and the string lights shimmer over it all. Menu, timer, score, restart — the whole loop.

Play it now

Desktop: click — throw, Space — start/again · Phone: tap to throw

▶  Play

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

carnival can-knockdown booth at dusk, prize bears on a shelf, cans mid-topple.

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

Made by AI, compiled by the real Unity 6 engine

The booth, cans and plush prize bears were modeled as pure Blender Python by an AI agent and streamed in via glTFast; the game loop, physics, HUD, lighting and camera are code-built. No downloaded assets.