Siege Green
Everything the lab has learned, aimed at a castle. Hold to wind the catapult (a new Blender hero whose throwing arm re-pivots at a modeled axle locator), drag to aim, release to fling a boulder. The keep is built from the cycle-23 castle kit with rigidbody demolition — pieces topple when struck hard, ten points each, a clear bonus if nothing is left standing. Between rounds the keep rebuilds itself with the staged-rise system, one segment bigger each time. Three rounds, five boulders apiece, a session best, and a fanfare when the walls come down.
Play it now
Desktop: hold — wind, drag — aim, release — fire · Phone: press and drag
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
wooden medieval toy catapult on a grassy field aiming at a small stone castle keep with red-roofed banner towers and crenellated walls, a boulder arcing mid-flight, wooden frame with big spoked wheels and a throwing arm with a rope-wound bucket, bright afternoon sky with puffy clouds, playful siege-toy scene, 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
Full pipeline and a systems merger: AI concept, code-modeled Blender catapult (harness render left of the player), the cycle-23 castle kit streamed via glTFast, rigidbody demolition with impact scoring, staged rebuilds, and a complete menu-rounds-restart loop. Creaks, whooshes, crashes and the fanfare are synthesized at runtime.