The Ask
Partnership & Sponsorship Proposal

From a single prompt to a
battle-ready 3D unit — in the engine.

DoctrineStrike is a real-time strategy game whose entire art pipeline is AI-generated, inside Unity, and brand-consistent by design. Today it runs on ComfyUI with GPT-Image and Tripo. It is built to run on Magnific — and to put Magnific in the hands of millions of players, not just developers.

Pillar 01

Consistency

One global style is injected into every generation. Every asset lands on-brand — automatically.

Pillar 02

Speed

Prompt → textured, rigged, combat-wired prefab in minutes. Iterate at ~1–4 credits a pass.

Pillar 03

A new market

In-game creator tools turn every player into a Magnific user. Modders become customers.

The thesis

Generative AI art is powerful — but it lives outside the game.

ComfyUI is a brilliant engine and a clumsy product: a separate tool, inconsistent output, expert-only. We closed that gap. Every backend — text-to-image, image-to-image, image-to-mesh — became a swappable module inside Unity, driven by one shared style. The backend is now just a setting. That setting can be Magnific.

TODAY, EVERYWHERE Raw AI tooling

  • Lives in a separate app — copy/paste round-trips, broken context.
  • Output drifts: every prompt a different look, no art direction.
  • Expert-only graphs; artists and gamers locked out.
  • No path from “image” to a playable, rigged game object.

DOCTRINESTRIKE AI as an engine feature

  • Generation lives inside Unity — one click, no round-trips.
  • A global style guarantees every asset is on-brand.
  • Anyone who can type a prompt gets a finished asset.
  • Prompt → sprite → mesh → rigged, combat-ready prefab.
The workflow — start to finish

Seven steps. One prompt in, a living unit out.

Everything below is shipping today inside the DoctrineStrike editor. Follow the arrows.

1
GraphicsStyleConfig · Presets Pick one style → Injected into every prompt Graphics style presets
The consistency engine

One style governs the entire game

A single GraphicsStyleConfig defines the look of everything. Choose a Style ID — here “lowpoly2” (Synty POLYGON) — and every generation inherits a universal suffix plus per-role rules (building, vehicle, aircraft, infantry…). Authors only describe the subject; the engine assembles the rest.

  • Current Style ID — switch the whole game’s art direction in one field.
  • Universal suffix — appended to every prompt, so nothing drifts off-model.
  • Per-role prefixes — buildings, vehicles & co. each get framing + art rules.
You type: "soviet tank" Engine sends: "soviet tank, three-quarter perspective, flat cel-shaded, solid colors, turret forward, idle pose, isolated"
Active workflow ScriptableObjects Magnific drops in here ▲ Active backend selection
The swappable backend

Change the AI engine in one dropdown

Four pipeline stages — Text→Image, Image→Image, Image→Mesh, Text→Mesh — each point to an active backend asset. Today: GPT-Image-2 for images, Tripo for meshes. Replacing any stage with Magnific is a single selection. No code. No rebuild.

  • Active Text→Image — currently GPT-Image-2.
  • Active Image→Mesh — currently Tripo 3.1.
  • Each slot is a free choice — the perfect socket for Magnific.
Assets / Editor / Workflows / Generated Workflow library
A pluggable library

Every backend is just a Unity asset

Each ComfyUI workflow lives as a ScriptableObject under Workflows/Generated — Gemini, Hunyuan, Meshy, GPT-Image, Tripo (3.0 / 3.1 / p1). The same config you’d wire in a ComfyUI graph, exposed in the editor. Adding a backend = dropping in one file. A Magnific workflow joins the shelf the same way.

  • Text-to-image, image-edit and image-to-mesh engines, side by side.
  • Open standard — new providers slot in without touching the game.
GPT-Image workflow · settings low = fast & cheap ▲ GPT Image settings
Tweakable in-engine

ComfyUI’s knobs, surfaced as clean fields

Whatever you would configure in a node graph is a tidy Unity field: resolution, negative prompt, model, quality, style, background. For fast iteration we run GPT-Image at low quality — ~1–4 credits, seconds per image — more than enough to lock a composition before any final pass.

  • 1024 × 1024, model gpt-image-2, background auto.
  • Quality: low — cheap, instant iteration; quality is dialed up only for finals.
Tripo image-to-mesh · settings Tripo mesh settings
Mesh, fully parameterised

The same control for 3D generation

Mesh backends expose their own knobs — target polycount, texture resolution, PBR, model version, geometry/texture quality. Tripo here at 60k / 1024, PBR on. Swap to any other mesh engine without disturbing the rest of the pipeline.

  • Generate PBR + texture — production-ready materials, not grey blobs.
  • Per-backend logic already handles each engine’s quirks downstream.
▶ VisualData — one asset, three buttons
🎬 Live capture · VisualData inspector
Per-asset generation

Describe the subject. Press a button. Get a prefab.

Every art asset is a VisualData object: a clean subject prompt, a role preset (building / aircraft / vehicle / infantry → sets resolution & polycount), and three buttons — Regen Image, Regen Mesh from sprite, or both.

Behind them: generate sprite → white-mask → mesh via ComfyUI → GLB→FBX with PBR (per-backend logic) → prefab, auto-scaled to its class and auto-wired with the gameplay scripts it needs. Infantry even auto-rig in Blender, tuned per mesh backend.

Subject only — style is added automatically: "small European Eurofighter Typhoon, twin-engine delta-canard, single tail, grey paint, gear-up flying pose"
▶ Multipart Builder — Apache
🎬 Live capture · static art → dynamic war machine
From prop to war machine

Static art becomes a living, combat-wired unit

The Multipart Builder takes one unit and its sprite and splits it into working parts. A tank → body, tracks, turret (auto-aiming). An Apache → body, rotor (spinning), gun (tracking), missiles (firing). Templates per class — fully editable: add or remove parts, retune polycount, regenerate or edit any piece.

  • Image-to-image splits the master sprite into a clean part sheet.
  • Auto-aim, spin and fire scripts wired automatically per part.
  • The output isn’t a model — it’s a playable unit.
Why this is magnificent for Magnific

A drop-in backend — and a shipped-game showcase.

Because every stage is already a swappable module, Magnific doesn’t need a custom integration. It needs a socket — and we built it.

Today
ComfyUI + GPT-Image + Tripo
With you
Magnific

Drop-in backend

Your model becomes the generation engine of a shipping RTS. Integration is one asset in the Workflows library — not a project.

“Made with Magnific”

Like “Made with Unity”: a credit on a real published title, its store page and trailers — proof your tech ships finished games. Powered by⬢ MAGNIFIC

On-brand by default

Style injection means every image Magnific returns is already on-model — fewer retries, lower cost per asset, a cleaner showcase of your output.

The big one — a new market

Not just developers. Players.

DoctrineStrike will ship an in-game Level Editor and Faction Editor. Players generate their own tanks, units and entire factions — gated behind Magnific access. Every creator-player becomes a Magnific user.

1000s

Today, generative-3D tools sell to game studios — a few thousand buyers.

Millions

In-game creation opens the same tech to players — orders of magnitude larger.

Command & Conquer: Generals is legendary for mods — players never stopped making and playing them. We make modding one click and put it in front of everyone. That demand is proven; we’re removing the friction.

The content flywheel

  1. Player opens the Faction / Level Editor.
  2. Generates a custom tank or unit — via Magnific.
  3. Plays & shares it; community ratings surface the best.
  4. Top creations inspire more players to create → repeat.

Every loop is paid Magnific usage — and a category Magnific can be first to own.

The business model

prompt-to-play — a category, not a feature.

AI 3D generation sells today as a tool for developers — thousands of buyers. The real market is players — hundreds of millions — the moment creation stops being a tool and becomes a game mechanic. That shift is the whole opportunity.

Define a category

The C&C remake is the Trojan horse, not the product. The product is a platform for live, player-generated game content — “prompt-to-play.” Imagine a tank → describe it → 30s later you command it → you share it → someone else plays it.

UGC that never breaks

Our slot & prefix rules guarantee it fits: a tank’s blade has fixed scale and a locked art style, so any new blade — or a whole new tank or building — drops in correctly and on-brand. Creativity is free inside a frame that keeps every result playable. (This is the answer to “moderation & quality at scale.”)

A cross-studio marketplace

Other studios adopt the “Made with Magnific” creation layer, let their players mod parts of their games, and a marketplace lets players share, buy & sell generated assets. Network effect: more studios → more assets → more players → more studios — with a take-rate on top.

Proven

Roblox & UEFN already proved player-creators are a multi-billion market. We drop the barrier from “learn to model” to “type a sentence.”

First mover

The backend is swappable (HF, ComfyUI, anyone) — so the moat isn’t technical. It’s brand, quality & being the default. Like Stripe for payments: a commodity underneath, a category winner on top. Whoever moves first owns it.

Unit economics

A generation at GPT-Image “low” is ~1–4 credits — cents. Players pay to create (credits / premium), freemium caps usage, and Magnific co-subsidizes early to buy the category. Cheap enough to put in millions of hands.

“Magnific has a business of thousands of pros. We open one of millions of players — turning their creator tool into the game mechanic of a new category, prompt-to-play, proven by a real shipped game. It’s Epic betting on cosmetics: niche today, standard in three years, and whoever moves first owns it.”

The ask

Sponsor the pipeline. Open the market together.

We integrate Magnific as DoctrineStrike’s default generation backend, ship the “Made with Magnific” badge, and co-launch the player-facing creator tools that turn gamers into your users.

IntegrateMagnific becomes the default Text→Image, Image→Image & Image→Mesh backend.
Showcase“Made with Magnific” on a shipping RTS — store page, trailers, credits.
ExpandCo-launch in-game Level & Faction editors — a player-scale market.