Shrine Glade
A quiet clearing deep in a twilight pine forest: a wooden gate with a bronze bell, a small tiered-roof shrine hut, and two stone lanterns pooling warm light onto the mossy path — all modeled in code by Blender's Python API and streamed in as glTF. Fireflies drift, ground mist creeps, and when you tap, the bell swings and rings with a chime synthesized sample-by-sample in code. The lab's audio smoke test, folded into its most atmospheric environment yet.
Play it now
Desktop: Space — ring the bell, A/D — orbit · Phone: tap to ring, drag to orbit · sound on!
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
torii-style gate with hanging bell, tiered-roof hut, glowing stone lanterns on a mossy path, teal dusk, fireflies.
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 gate, bell, hut and lanterns were modeled as pure Blender Python by an AI agent and streamed in via glTFast; the forest, mist, fireflies, lighting, bloom and even the bell's chime (generated sample-by-sample at runtime) are code-built. No downloaded assets, no audio files.