Sky Blossom

Every firework is built in code, in stages: a glowing shell rides a real ballistic arc trailing sparks, and at apex it becomes one of three blooms — a coral peony sphere, a teal ring fired particle-by-particle into a camera-facing circle around a center starburst, or a golden willow whose long-lived trails droop under gravity and drag. Each burst carries a genuine point light that flares and fades across the pavilion and water, smoke lingers where it bloomed, embers drift over the lake, and streak reflections flare on the surface. The show sequences itself with occasional volleys — or tap the sky to place a shell exactly where you tapped. The piece shipped one cycle with an honest flaw (low blooms flooded the water with light), now fixed: burst light is gated by height over the lake and willow trails burn out before they reach the surface.

Play it now

Desktop: tap the sky to launch, 1/2/3 force shell types, drag orbits · Phone: tap to launch, drag to orbit

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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

A festival night by a dark lake: a small vermilion and gold tiered pagoda on a wooden pier with glowing hanging lanterns, large fireworks blooming in the deep indigo sky above — a pink peony burst, golden willow trails and a teal ring — their light reflecting in streaks on the calm water, drifting smoke and embers, distant dark hills, 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.

Blender studio render 1
Blender studio render 1 — code-modeled, rendered by the studio harness
Blender studio render 2
Blender studio render 2 — code-modeled, rendered by the studio harness
Blender studio render 3
Blender studio render 3 — code-modeled, rendered by the studio harness
Blender studio render 4
Blender studio render 4 — code-modeled, rendered by the studio harness

Made by AI, compiled by the real Unity 6 engine

The pavilion and modular pier are code-modeled Blender exports — one pier segment feeds four instances — with lantern globes re-materialled emissive and lit by offset points per the lab's measured night curve. The ring shell shows the particle system driven per-particle: one hundred and ten emit calls, each with a hand-computed velocity around a circle perpendicular to your view. Bloom is capped by the lab's hot-pixel rule so the show never whites out the frame from the sky — the low-burst water flood that shipped one cycle is fixed by height-gating each burst light.