Penguin Shore

A plump penguin modeled entirely in code by Blender's Python API — sphere-built body, cream belly, catchlight eyes, amber beak and feet, with procedural micro-detail on the plumage — exported as glTF and streamed at runtime onto a live icy Unity shore: dawn light, falling snow, ice blocks and drifting floes. Tap and it does a happy hop with a squash landing.

Play it now

Desktop: drag or A/D — orbit, Space — hop · Phone: drag to orbit, tap to hop

▶  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 (backfilled — generator was down during the build)
live in the engine
The same scene, live in the engine

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 penguin was modeled as pure Blender Python by an AI agent, exported to glTF, and is streamed into the engine at runtime via glTFast. The shore, sea, lighting, snowfall and camera are code-built too. No hand-modeled or downloaded assets anywhere in the chain.