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.
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.

- 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 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.





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.




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.
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.



AI all the way down
No 3D artist and no hand-modelling. This is the pipeline we tested.
- 1
Concept image
An AI image generator draws the target, like the 56 sheets on the Assets page.
- 2
Blender script
An AI coding assistant writes a Python script that builds the model in Blender, piece by piece.
- 3
Export
Blender exports a small game file (GLB) with colours, wheels and animations.
- 4
Browser
The game engine (Babylon.js) loads it into a street that runs in Chrome.
- 5
Check
An automated browser drives the auto, walks the characters and saves screenshots.
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.
Four ways into the demo
Each opens in a new tab. Desktop browser with a keyboard recommended.
Drive the street ↗
Walk around, get into the auto and drive down a Koramangala-style street.
The six characters ↗
All six heroes side by side. Drag to orbit, scroll to zoom to their faces.
The auto, up close ↗
The auto on a plain stage. Drag to look around it.
Everything else ↗
Vehicles, two-wheelers, people, trees, buildings and props. Keys 1-6 switch rows.
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