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
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
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.

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.