Tide Cove

A complete pocket game in a golden-hour cove: scuttle the little coral crab across ripple-marked sand, gathering six glinting pearls from the tide pools before the sea takes the beach. The tide is the clock - a living water surface with real rolling waves slides steadily inland, its foam line and wet-sand band tracking the waterline, and if you wade too deep the waves themselves push you staggering back ashore. Weathered boulders, a bleached driftwood log and sandstone cliffs wall the cove, clouds drift through a peach evening sky, and the crab scuttles the way real crabs do - sideways, legs leading the way, claws raised in triumph when the last pearl is yours. Nylon guitar, marimba and kalimba carry the shore; every sound is a sampled instrument.

Play it now

Arrows or WASD scuttle - any key starts - R restarts

▶  Play

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 sunlit tide-pool cove at golden hour: a cheerful little coral-red crab with big friendly eyes and raised pincers scuttling across wet ripple-marked golden sand, shallow turquoise tide pools holding glinting pearls, gentle foam-edged waves rolling onto the shore, weathered gray rock outcrops, a bleached driftwood log, low sandstone cliffs wrapping the cove, warm peach and amber evening sky with soft clouds, playful storybook mood, 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

A full menu, play, win/lose and restart loop. The water is a live 48x24 mesh with CPU vertex waves that slides inland as the tide rises; foam and wet-sand bands ride the waterline with a breathing swash. Four code-modeled Blender exports ship as named nodes: the crab (one fused carapace with a belly region, tapered legs and two-lobe pincers on eight Piv locators the engine re-pivots and swings in a velocity-synced scuttle), the boulder cluster, driftwood and sandstone cliffs. All sound is sampled - nylon guitar, marimba, kalimba, glockenspiel, celesta, tubular bell, cello and timpani - never synthesized.