WORLDS

The Dream Engine

Every model, texture, and building in this village is generated by our own code: nothing hand-modelled, nothing downloaded.

The village is built from the daily lives of ten people. Every street exists because someone walks it, and every building because someone lives or works there. Change their day, and the village changes.

The code was written with AI assistance. No image generator or generative 3D model made these assets; our code builds every one of them.

Three village layouts

Three Days, Three Villages

The same ten people on three different days: an ordinary day, a festival, and a disappearance. The settlement is laid out from their recorded activity, so its streets, buildings and center change with their day. Each map is scaled to fit its frame.

Low, medium and high fidelity

Three Fidelity Levels

One scene at three fidelity levels: low, medium and high. The game plays identically at every level. This compares visual fidelity only; the layout does not change.

Two renders of the same inn

First Render, Improved Render

The same inn, rendered by our first and our improved renderer.

A Village Built by Code

A village our software generated, not hand-built: streets, buildings, and the people who live there. A raccoon explores it in a small game we made. Slow pans across rendered stills.

How the village was made

Ten invented villagers live through three days, and their comings and goings are recorded. From that record our code lays out the settlement: the places, the streets between them, and what happens inside each building. A second stage turns the layout into buildings, materials and lighting. In the current game the villagers stand at their end-of-day positions; they do not walk their full daily routines. Two consecutive builds produced byte-identical asset files; that shows the build is reproducible, not that every claim about it is correct.