15Blog

Field notes on building worlds with agents

Guides on AI level design, engine pipelines and MCP — what works, what breaks, and the numbers behind generated environments.

LatestWorldbuildingProcedural

AI City Generator: Roads First, Then Blocks, Then Buildings

Generated cities look right from above and fall apart on foot. Road hierarchy, block sizes, frontage, junctions — the numbers that make a city read as a city.

12 min read

UnityExport

Import a GLB Environment Into Unity and Make It Playable

A generated GLB or FBX location lands in Unity in minutes. Making it playable takes import settings, colliders and lighting — here is the whole path.

10 min read

Unreal EngineExport

Importing an AI-Generated Level into Unreal Engine 5

You have a GLB of a whole district and a UE5 project. What to check on import: scale, Nanite, Lumen, collision, and why one big actor never streams.

9 min read

InteriorsAI agents

AI Interior Design in 3D: Why a Room Is Harder Than a Street

A room you can walk through is a different product from a picture of one. The clearances, the furniture graph and the lighting that decide which you get.

9 min read

Level designAI agents

AI Level Design Tools in 2026: What Each One Actually Does

Five kinds of AI tool touch level design, and only some of them design anything. What each category produces, where it stops, and how to choose.

9 min read

BlenderMCP

Blender MCP: What It Does Well and Where It Runs Out

An honest look at driving Blender with an AI agent: where Blender MCP wins outright, where its abstraction level costs you, and how to split the work.

9 min read

ClaudeMCP

Claude Code for 3D Modeling: What Actually Transfers

A terminal coding agent that builds 3D locations: how the connection works, the prompt that holds up, the verification loop, and where it fails.

9 min read

Free toolsLevel design

Free Level Design Software: The Whole Stack in 2026

Every stage of a 3D environment has a free option in 2026. Here is the stack, what each licence actually permits, and where the free tier stops.

9 min read

ExportUnity

GLB vs FBX: Which Format to Hand Your Game Engine

What glTF/GLB and FBX each actually carry, where each one quietly loses data, and which to hand Unity, Unreal, Godot, Blender and the web.

9 min read

GodotExport

AI-Generated Levels in Godot: From GLB to a Real Scene

Import a generated location into Godot as GLB, then give it collision, occluders, lighting and a re-import path that does not throw away your work.

10 min read

TutorialWorldbuilding

How to Build a 3D Village with an AI Agent, Pass by Pass

From a blank scene to a walkable village in five passes: terrain, roads, plots, buildings, dressing — with the exact instructions to give an AI agent.

10 min read

MCPAI agents

MCP Servers for 3D and Game Dev: Tool Design Is the Product

An MCP server that exposes run_python helps an agent with nothing. What separates a 3D tool surface an agent can actually use from one it cannot.

9 min read

OptimizationWorkflow

How to Optimize an AI-Generated 3D Scene for Games

Generated locations fail differently from hand-built ones. Measure first, then fix materials, instancing, LODs, textures and culling in that order.

11 min read

ProceduralAI agents

Procedural Generation vs AI Agents: Which One You Want

Noise, grammars and WFC against an agent driving an editor. Determinism, scale, runtime and iteration cost — the axes that decide which one you need.

9 min read

WorldbuildingAI agents

Text to 3D Scene: How One Prompt Becomes a Whole Location

Text-to-3D usually means one object at a time. Generating a whole scene — roads, buildings, terrain, light — is a different problem with different answers.

6 min read