Mist Hollow

Water effects have never had a dedicated piece in the lab — this is that piece. The fall is two scrolling-alpha sheets with procedural streak texture, landing in impact froth, slow rising mist, and three staggered ripple rings that expand and fade on the turquoise pool; drips fall from the mossy ledge, and dust drifts down the god-ray that pours through the ceiling gap. The Blender kit grounds it: a masonry stone arch fused from rotated blocks with a moss crown, a pagoda stone lantern whose firebox glows through cut windows, mossy boulders and ferns around the banks. The soundscape is entirely sampled — the platform's river and cave-drip ambience recordings layered under a sparse koto, pan-flute and kalimba phrase — and tapping the lantern rings a tubular bell as its glow flares.

Play it now

Tap once for sound - tap the lantern (or press 1) for the bell

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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 hidden waterfall grotto in a mossy stone hollow: a slender white waterfall pouring off a rock ledge into a clear turquoise pool with rising mist and drifting spray, ancient moss-covered stone arch and boulders around the water, a small weathered stone lantern glowing warm amber on the bank, ferns and hanging vines, soft shafts of cool daylight from above mixing with the lantern glow, tranquil sacred mood, 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

Made by AI, compiled by the real Unity 6 engine

Arch, lantern, boulder and fern are four code-modeled Blender exports (one boulder and one fern feed all the instances). Every sound is a sampled asset: two looping ambience recordings from the platform library plus koto, pan-flute, kalimba and tubular-bell notes sequenced in code — no synthesis anywhere in the chain.