Rain Lane
The lab's first weather system. Rain falls as two thousand stretched streaks, every drop landing on the glassy road spawns an expanding ripple ring (a runtime-drawn ring sprite lying flat on the water), splash sparkles pop on the cobbles, and blue mist drifts through it all. The lamppost, slat bench and pillar postbox are Blender glbs — the lantern's warm pool and bloom halo carry the whole mood. Tap to swing between a drumming downpour (with a thunder roll) and a soft drizzle; the rain bed is synthesized noise, looped seamlessly.
Play it now
Desktop: click — downpour/drizzle · Phone: tap
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.


Concept prompt
rainy street corner — ornate lamppost, slat bench, pillar postbox, ripple rings in glassy puddles, blue mist.
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.

Made by AI, compiled by the real Unity 6 engine
Full pipeline: AI concept, code-modeled Blender street props (harness render left of the player), glTFast streaming into URP WebGL. VFX probe: stretched-billboard rain, horizontal-billboard ripple rings with a runtime annulus texture, wet-sheen materials, bloom. The rain bed and thunder are synthesized at runtime.