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

▶  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

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.

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

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.