atlas.design/x The AI production layer for the next generation of game studios.

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A solo developer is building a Third-Person Shooter (in 5-7 days!) where every asset was AI-generated using Atlas. Here's early gameplay footage. When its done we'll host it so anyone can play. If you're creating something cool and want to test out Atlas - get in touch!
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Our new mobile 4X strategy game @ParallelColony is now featured on the @Atlas3DAI as a prominent Case Study! Learn how our partnership with Atlas and Google Cloud works, and how it pushes custom item generation and player creativity to new heights. LINK: atlas.design/customers/paral…
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got some questions about performance. Saw a max of 500 draw calls with the house fully visible exterior and interior (compared to ~200 sky only and ~300 with UEFN landscape material). all assets share 1 master material, that helps. It can be further optimized by re-baking more assets to sub 1k triangles + combining and maybe ISM. Also without screen recording it stayed at 60fps. So not perfect but i think not crazy bad.
GPT-6 made GTA 6 beach house using MCP tools! Running Astra only through Blender MCP didn’t work for me, since it was mainly using primitive shapes to build the assets. Now, with @Atlas3DAI workflows and Tripo, that changed! Initially, I thought Tripo P2 would be the way to go: low-poly results straight into Blender. I tried it, but I didn’t get the results I wanted. Don’t get me wrong, P2 is great and a big improvement over P1, I just wanted more detail for this project. So I ended up using Tripo 3.1. First, I needed a good starting point. I gave Astra some concept art and YouTube links, and it generated great reference images to work with. With Atlas workflows, I used those references to generate images for all the individual parts. Using Atlas MCP, I exported them and automatically renamed everything based on the prompts. The next step was feeding the images into Atlas Batch Composer so it could run all the 3D generations in one go. I asked Astra to optimize the generated assets to either 5K or 1K triangles, depending on their form and size. After a few tests, Astra made the process faster and faster. I gave it all 70 high-poly assets and let it run. Astra then took care of the whole build. It imported the optimized assets into Blender and used the reference images to start recreating the house. I only had to give it directional feedback twice and manually rescale a few things. There were still a lot of parts, though. Each beam was a separate object, and I knew that wasn’t ideal if I wanted to export the house to UEFN or Unreal Engine. So I asked Astra to export only the unique assets. Then, using UEFN MCP, it rebuilt everything 1:1 while reusing modular parts like beams and windows. I really enjoyed watching it place all the pieces in UEFN, almost like watching a timelapse of the house being built!
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Using @tripoai & Astra in conjunction as a batchable workflow just giving insanely good results. People have to try out the new Atlas Blender Agent to try it 👀
GPT-6 made GTA 6 beach house using MCP tools! Running Astra only through Blender MCP didn’t work for me, since it was mainly using primitive shapes to build the assets. Now, with @Atlas3DAI workflows and Tripo, that changed! Initially, I thought Tripo P2 would be the way to go: low-poly results straight into Blender. I tried it, but I didn’t get the results I wanted. Don’t get me wrong, P2 is great and a big improvement over P1, I just wanted more detail for this project. So I ended up using Tripo 3.1. First, I needed a good starting point. I gave Astra some concept art and YouTube links, and it generated great reference images to work with. With Atlas workflows, I used those references to generate images for all the individual parts. Using Atlas MCP, I exported them and automatically renamed everything based on the prompts. The next step was feeding the images into Atlas Batch Composer so it could run all the 3D generations in one go. I asked Astra to optimize the generated assets to either 5K or 1K triangles, depending on their form and size. After a few tests, Astra made the process faster and faster. I gave it all 70 high-poly assets and let it run. Astra then took care of the whole build. It imported the optimized assets into Blender and used the reference images to start recreating the house. I only had to give it directional feedback twice and manually rescale a few things. There were still a lot of parts, though. Each beam was a separate object, and I knew that wasn’t ideal if I wanted to export the house to UEFN or Unreal Engine. So I asked Astra to export only the unique assets. Then, using UEFN MCP, it rebuilt everything 1:1 while reusing modular parts like beams and windows. I really enjoyed watching it place all the pieces in UEFN, almost like watching a timelapse of the house being built!
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COLONY IS LIVE We are excited to share Colony: Survival is now available on both Google Play and the Apple App Store! Enjoy our new cinematic video and download the game for free using the links below. ANDROID: play.google.com/store/apps/d… iOS: apps.apple.com/us/app/colony…
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Another entirely generated then rendered post-apocalyptic world. Seen a lot of good Claude oneshot games out there these days but asset quality is usually not great.
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Impressive what you pulled with just a few days of learning Atlas from scratch! Real amazing work!
🎥 Finally tried the new Verse camera components! 🌄 Built the entire environment using @Atlas3DAI workflows. I've been wanting to see what first-person vehicles would feel like in UEFN. The feature is still in early access, but it's awesome that you can now hook up player cameras directly through Verse. I gave Atlas a proper test, and everything you see here was built with their workflows. The Batch Composer worked great! I just set up an API workflow, throw in all the inputs, and it generates multiple assets in one go. The main workflow was created using the Atlas assistant. The setup was perfect for the initial concept and generated things like the skybox, foliage, and landscape textures. I used GPT Image 2 for reference images and mostly Tripo P1 for the 3D assets. For a few hero assets, I made a separate workflow using Tripo 3.1 with retopo and texture baking. After that, I did a bit of cleanup in Blender and created custom collision meshes for things like the ramps. Just name the collision mesh with the UCX_ prefix and UEFN / Unreal Engine automatically uses it as the collision. Now the dirt bike launches are smooth!
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Another 3D scene experiment rendered out - feels like a cinematic video but is an UE5 scene. All assets generated and worked on by our artist for 3 days. AI plus artist in the right hands will produce some cool stuff.
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Quick Friday tech art experiment: Built a terrain generation tool with 5 APIs from Atlas workflows. Pick any base mask for the shape, pick masks for the biomes, choose elevation and you got it.
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Building an entire character & equipment generator with multiple different workflows powering each step. Imagine making your entirely unique and custom RPG Avatar this way instead of just selecting from basic 5-10 options.
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Experimenting with character animation workflows for a studio producing a film in UE. Managed to get proper fingerbones for the rig - obviously all prototype quality but quite decent for experiments.
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A city with entirely unique buildings. Made with a single batched AI workflow. Tripo 3D generation. AI fitting to realistic size bounding box. Procedural gave you consistency but repetition. AI was diverse but messy. Now its diverse & consistent. Only with Atlas.
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Another day another world experiment using Atlas generation pipeline inside Unreal Engine. Again build by 1 person over 3 days. He is using Atlas workflows and running them directly in Engine for faster placement & iteration.
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Took the GTA test a bit further. Still 1 guy and a few days. Obv the game is more than visuals but in the Fable 5 vibecoding crazy its clear that coding tools will eventually provide the logic and we are aiming to provide the content layer. Giving back control to artists.
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Seedance 2 allowed me to make a quick marketing shot to show how I did generate this only 5k poly beetly but baked the high poly onto it for details!
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Hav eseen so many people make GTA 5/6 oneshots with Fable 5 / Claude Code that usually use three.js. We gave it a shot using UE 5 and Atlas MCP to generate a mini vertical slice for GTA 6 style game. Made in half a day by one artist and just palced inside the engine.
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1 Artist - 1 Week - 1 Race Game inspired by Mario Kart. Made with Atlas & UE5. We'll share more details about the AI workflows that powered it in a follow-up post if there is interest. Powering both large teams and individual creators alike.
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How can you build a production-grade pipeline with Atlas and run it inside UE / Unity? 1) 3D-gen with fallback 2) Mesh Optimization 3) Bake HighPoly maps for detail 4) Set origin 5) Fit to BBox Wrap as API and done. Any asset you prompt will come out as specified.
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Our north star is enabling anyone to create AAA games. On the way there we are helping the most innovative studios build better games faster. We think vibe coding AAA games will put the main lever on creativity of the individual not industrial level content production. Agree?
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Quick AI workflow experiment - asking our agent to help build a 3D workflow for marketing purpose that properly showcases how Atlas works. Went from super high poly to low poly scarab baked normals to retain some detail. Surely not perfect but took only 5 mins. Thoughts?
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