Torchlight Hall

The lab's first interior — and its first scene with no sun. A vaulted stone corridor lit only by four sconce torches and a coal brazier, all flickering point lights with bloom halos, falling into cold teal gloom. The gate, brazier and sconces are Blender glbs; the gate's door panels carry hinge-locator nodes, so Unity re-pivots them at the jamb and swings them open on tap — a groaning creak, then teal light spills from the chamber beyond. A slow dolly rides the corridor the whole time.

Play it now

Desktop: click — open/close the gate · Phone: tap

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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

vaulted torch-lit corridor, iron-banded arched gate, tripod brazier, sconce torches, crates, teal depth gloom.

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

Made by AI, compiled by the real Unity 6 engine

Full pipeline: AI concept, code-modeled Blender prop kit (gate, brazier, sconce — harness render left of the player), glTFast streaming into URP WebGL. Interior lighting probe: zero directional lights; every lumen is a flickering point light, graded by bloom and teal fog. The creak, clunk and fire are synthesized at runtime.