Play · Prototype v0

The first test build

This is the very first thing we built to see if the idea works in a browser. Every model was made by AI writing Blender scripts. Nobody on the team has 3D modelling or game-development experience, and it shows.

Honest status

It's not good. It's very rough. The characters are stiff, the street is empty and nothing has physics. It's here to show what one person with AI tools can make, not what the game will look like. The one part we're proud of is the auto.

2,954
Triangles in the auto
283 KB
Auto file size
6
Rigged characters
14
Animations each
0
3D artists involved
Browser capture: Arjun driving the auto down the test street.
Several megabytes. Needs a keyboard. Click inside the game first, then use the keys.
Controls
W A S D
Walk or drive
Shift
Run
E
Get in or out of the auto
H
Horn
L / I
Lights / hazards
Drag
Orbit the camera
G
Gallery and back
T
Shadows on or off

On a phone? The demo needs a keyboard. Watch the clips below instead.

The best part · Auto-rickshaw

The auto actually works

Modelled against the concept sheet and built entirely from a Blender script. The wheels roll and the front fork steers. The brake lights glow, the hazards blink and the horn honks. Arjun climbs in, grips the handlebar and drives. The whole thing is under 3,000 triangles, small enough to fill a street with them.

Concept sheet: yellow-green auto-rickshaw.
1 · Concept AI-generated target
Blender render of the auto-rickshaw model.
2 · Blender Built by a script
The auto loaded in the browser game.
3 · Browser Loaded in the game
Real browser recording: driving, steering, brake lights and the horn.
Close-up of Arjun seated in the auto behind the windscreen.
Arjun in the driver's seat
Blender close-up of the auto's octagonal tyre and rim.
Low-poly tyre detail
Characters

Six heroes, rough but alive

Arjun, Raghav, Mani, Nikhil, Kavya and Leela, each with a skeleton and 14 animations: idle, walk, run, sit, steer, wave, talk, get in, get out and four facial expressions. They move. They also look like wooden toys next to the concept art, which is why the next step is to try free, professionally rigged character packs.

Blender render of the six character models in a row.
Blender render of all six
Browser recording: the cast walking, waving and changing expressions.
Arjun concept art, front view.
Concept
Arjun Blender model, front view.
Model
Arjun Blender model, face close-up.
Face close-up
Concept vs model

The colours, outfit and proportions match. The face, hair and hands don't come close yet. This is the biggest gap between the art and the game.

The street

One Koramangala-style road

The trees, buildings and props are generated by code. A second pass moved the camera lower, warmed the light and grew bigger rain trees. It's closer to the concept, but still a stage set.

Concept art of the Koramangala street.
Concept The target
First version of the street in the browser.
First pass Cold and flat
Second version of the street in the browser.
Second pass Warmer, closer
Where it's heading

Today vs the target

The left image is the real prototype today. The right is the concept for the finished look, with our own HUD: a rectangular map, five Scene meter lamps and cash on a fare meter.

Real browser capture of the prototype.
Today Real browser capture
Concept of the finished look with the HUD.
Target Concept art
How it was made

AI all the way down

No 3D artist and no hand-modelling. This is the pipeline we tested.

  1. 1

    Concept image

    An AI image generator draws the target, like the 56 sheets on the Assets page.

  2. 2

    Blender script

    An AI coding assistant writes a Python script that builds the model in Blender, piece by piece.

  3. 3

    Export

    Blender exports a small game file (GLB) with colours, wheels and animations.

  4. 4

    Browser

    The game engine (Babylon.js) loads it into a street that runs in Chrome.

  5. 5

    Check

    An automated browser drives the auto, walks the characters and saves screenshots.

What's bad

The honest list

This build shows that the browser can run the city and that AI can build usable models. It doesn't show that the game is good yet.

Characters look stiff

They walk, run, sit, wave and drive, but they are boxy and their faces are flat next to the concept art.

The street is empty

Traffic and pedestrians are placeholders. Nobody talks, and there are no gigs or missions yet.

No real physics

The auto drives through things. No collisions, no suspension and no crashes.

Plain shops

Shop fronts and signs are simple blocks without the detail and life of the concept art.

Almost no sound

There is a horn and nothing else: no engine, traffic or city noise.

Desktop only

It needs a keyboard, and the first load is several megabytes.

What's next. Keep the auto and the Bangalore-specific pieces. Swap characters and filler props for free, professionally made CC0 packs recoloured to our style. Then add physics, traffic and the first gig to build the playable "auto toy" on the launch plan.

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