Star Catcher

A meteor shower over a moonlit meadow, and one determined child with a butterfly net: golden streaks cross the star field trailing sparks, each telegraphing its landing with a shrinking ring in the grass. Run the stone-walled meadow on a real gait — net arm high, red scarf fluttering with your speed — reach the ring and swing as the star arrives to jar it in a burst of sparkles. Miss, and the fragment glows warmly where it fell before fading into the grass. Catch seven before the dawn meter fills and the sky warms in celebration; dawdle and daybreak wins. Hay bales and the boulder wall genuinely block you, fireflies drift, and the farmhouse windows burn warm all night. Vibraphone and harp carry the night; every sound is a sampled instrument.

Play it now

Tap once for sound - arrows/WASD or drag run - space swings the net - R resets

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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 dreamy night meadow under a starry sky during a meteor shower: a small stylized child in a cozy red scarf and rubber boots running with a butterfly net held high, glowing golden shooting stars streaking down the deep-blue sky leaving sparkling trails, one fallen star fragment glowing warmly in the grass, round hay bales and a low stone wall ringing the soft moonlit meadow, fireflies drifting, a distant farmhouse with warm lit windows, a big warm moon, wonder-filled joyful mood with soft 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.

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

Six code-modeled Blender exports ship as named nodes — the child, the butterfly net, a star fragment, the farmhouse, hay bales and the stone wall that rings the meadow — and the engine builds the skeleton around the imported meshes, grouping them under its own shoulder, elbow, hip, knee and ankle pivots so the proven walk gait drives the run with the net arm held high and the scarf tails flowing behind. Meteor fragments streak the sky with spark trails, each dropping a shrinking telegraph ring at its landing point, and the wall and bales are real colliders rather than an invisible leash. Every sound is a sampled instrument — vibraphone, harp, glockenspiel, taiko, celesta, flute and strings — never synthesized. The piece also carries a boot-time self-test that proves its own controls are not mirrored, and the net is parented to the wrist pivot so it stays gripped through the swing rather than drifting off the hand.