Potion Shop

The Glimmering Flask is open for business, and every element of its interface is wired to real state. Three item cards carry prices, live stock pips and BUY buttons that gray out when the shelf is empty and turn warning-red when your purse cannot cover the price — a failed buy shakes the coin readout. Each sale scoops a bottle into a squash-bounce, flares its glow, floats a SOLD label up from the exact bottle you bought, and starts that card's brew-progress bar; nine seconds later the alchemist restocks. Coins trickle back one per two seconds, so going broke is a pause, not an ending. And on the counter the brass scales lean further toward the merchant's pan with every purchase — the interface reaching back into the world.

Play it now

Desktop and phone: tap the BUY buttons, drag to peek around the counter

▶  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

A cozy alchemist potion shop counter viewed from the customer side: a dark wooden counter and shelf displaying glass potion bottles glowing from within — round crimson health flask, tall azure mana vial, faceted emerald stamina jar, small golden elixir orb — brass scales and stacked coins on the counter, warm hanging lamp light, deep teal wall with faint shelves behind, magical dust motes in the air, 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

The counter, bottles and balance scales are code-modeled Blender exports; the bottle glass re-materials from a build-seeded transparent variant (exported glTF alpha does not survive this import path) and each liquid gets an emissive clone plus its own colored point light. The scales beam swings as a regrouped pivot modeled into the export. Every transaction — buys with coin balances, empty-stock taps, broke states with need-versus-have, brew completions and scale tilt — prints a BENCH line the live audit verified against the pixels.