Red Gorge
One winding path defines the whole canyon. The dry wash is integrated sample by sample, and everything else is derived from it: stratified rock walls stack slab by slab along both banks with a deliberate gap at the midpoint where the Blender stone arch stands, the sand texture bakes its trail by measuring each pixel's distance to the same path, and every hoodoo, saguaro, boulder and scrub bush is placed by a clearance band against it — cactuses hug the corridor edge, spires stand out beyond the walls. Two dust devils wander the flats, a tumbleweed rolls as a real rigidbody under shifting wind, and a buzzard circles the arch. Walk it yourself with WASD, or press G for a guided walk that follows the wash through the arch to the far end.
Play it now
Desktop: WASD walks, drag looks, G guided walk · Phone: drag to look, G for the guided walk
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
A majestic desert canyon at blazing midday: layered red-orange sandstone walls with visible strata bands, a huge natural stone arch spanning the gorge, scattered hoodoo rock spires, tall green saguaro cactuses, pale sand floor with a dry wash, a tumbleweed and small dust devil in the distance, deep blue cloudless sky, heat-bright light with crisp shadows, 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.



Made by AI, compiled by the real Unity 6 engine
The arch, hoodoo and saguaro are code-modeled Blender exports — the arch is a voxel-fused rock mass whose strata bands come from per-face height rules applied after the remesh, so the layers follow the weathered form instead of being painted on. One hoodoo and one saguaro export feed the whole scatter. The walk is a CharacterController against real pier colliders, and the guided route logs every waypoint, the arch arrival and its completion distance.