● Partnership & sponsorship proposal · ConfidentialMagnific-ready

Players generate the game.
Your model is the mechanic.

A new category is here — GameGen. Instead of shipping a fixed set of assets, DoctrineStrike hands players the generator: they create their own units, skins and entire factions with AI, live inside the game. It's a finished real-time strategy game where every creation is a generation — built to run on Magnific by default, putting your model in the hands of millions of players, not just developers.

▶ live · "russian MBT, reactive armor" → a rigged, combat-ready unit in ~30s — the real game mesh
00 · The idea

Every player becomes a creator.

GameGen turns generation from a studio tool into a player mechanic: type a prompt → get a rigged, combat-ready unit → play it seconds later, all inside the game. It's not a mock-up — DoctrineStrike is a shipped RTS built entirely on this. Three things make it real:

🎮

Made by players

Not a studio tool — a game mechanic. The audience jumps from thousands of creators to hundreds of millions of players.

Live, in-engine

Generation runs inside Unity while you play — prompt to playable in seconds, no separate app.

🔁

Every creation = a generation

Each unit, retry and remix is a paid model call. Player creativity turns directly into generation volume.

01 · The business model

Player-creators already make billions.

This isn't a market to invent. Roblox and Fortnite already pay player-creators billions a year — but today players only assemble pre-made blocks; nobody lets them generate. DoctrineStrike does — and every generation is a Magnific call. Millions of players creating becomes a continuous stream of inference demand flowing straight to your model.

The Epic playbook — but the skins are generated.

Unreal Engine made Epic a real company. Fortnite skins made it a giant — billions a year from cosmetics players line up to buy, all in a free-to-play game. We run the exact playbook with one change: instead of a fixed catalog, players generate their own skins, units and whole factions with AI. Magnific becomes the engine and the storefront of the next Fortnite-scale economy — every skin a generation, every generation a sale.

$1.5B Roblox creators '25 $900M+ Fortnite/UEFN since '23 $500M+ Minecraft mktplace*
22.3M concurrent players

Grow a Garden — built by a teenager on Roblox — set the highest concurrent-player count in gaming history, beating Fortnite. Player-creators are a massive, real market — and with DoctrineStrike, every one is a potential Magnific user.Game Developer, Aug 2025 · *Minecraft figure is a third-party estimate

🛠️

Built on the modding king

Command & Conquer stayed alive 25 years on mods — and was never remade. We rebuilt that RTS and swapped “wait for a modder” for “prompt it yourself.” The most passionate mod community in gaming, meet one-click generation.

📈

The appetite is proven

Games that only swap a character's face pull tens of millions of views on YouTube. DoctrineStrike regenerates everything — unit, weapon, faction — a far deeper hook, and every edit is a Magnific call.

Three revenue lines — all running on Magnific.

🪙

Players pay to create

Players buy Magnific credits and spend them directly to generate & own content — zero billing friction for you, your margin, your users. Quality tiers (low → ultra) and one-tap revert each trigger fresh generations, so creativity compounds spend.

🛒

Marketplace take-rate

Players share, buy & sell their creations — the Roblox/UEFN model on generated content. Every resale is another paid generation.

🧩

More games, more calls

The creator layer can embed in other titles. More studios → more players → more generations — a compounding loop, all on your model.

$7.2B

GenAI-for-3D by 2029, from $1.9B in '24 — ~31% CAGR.The Business Research Company · directional

~$24B

UGC-gaming market by 2032 — the category DoctrineStrike puts your model inside.6Wresearch · directional

Cents each

An image generation is pennies; a full rigged 3D unit costs more, scaling with detail — still tiny per player, at massive volume.

02 · The opportunity

AI generation sells to studios.
The market is players.

Magnific today serves thousands of professional creators. The real prize is the hundreds of millions of players — unlocked the moment generation stops being a tool you buy and becomes a mechanic you play. We built the bridge: a shipped game where players generate playable units from a prompt. You bring the model; we bring the market.

03 · The proof

AI art that lives inside the game.

ComfyUI is a brilliant engine and a clumsy product — a separate app, inconsistent output, expert-only. We closed the gap: every stage (text→image, image→image, image→mesh) is a clean drop-in slot inside Unity, built to run on Magnific and driven by one shared style. Prompt → sprite → mesh → rigged, combat-ready prefab, auto-scaled to its class and wired to play.

bodybody
rotorrotor · spins
gungun · auto-aim
missilesmissiles · fire
→ each part generated on-spec, then assembled into one rigged, combat-ready unit
you type: "soviet tank" engine sends: "soviet tank, three-quarter view, flat cel-shaded, turret forward, isolated"
The author describes the subject; the engine assembles the style, role and framing — so nothing drifts off-model.
🎬 Live capture · the Multipart Builder turning static art into a combat-wired unit
04 · The on-ramp

Magnific drops in — one setting.

Because the pipeline is already built around clean slots, Magnific needs no custom integration. Four stages — Text→Image, Image→Image, Image→Mesh, Text→Mesh — are wired and waiting for your model. Switch them to Magnific in a single selection. No code. No rebuild.

🔌

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 — store page, trailers, credits. Proof your tech ships finished games.

🎯

On-brand by default

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

Active backend selection in Unity
Active Text→Image: GPT-Image-2 Active Image→Mesh: Tripo 3.1 ↓ Active backend: Magnific
Each slot is wired and waiting — flip it to Magnific and the shipping game runs on your model.
05 · The moat

Player content that never breaks the game.

The first question every platform asks about player-generated content: “how do you stop the bad stuff?” Our answer isn't a moderation team or an external filter — it's baked into how every prompt is built. A fixed suffix + role wraps every prompt with locked scale and style; a bounded seed adds variety within the rails. Off-theme or inappropriate output is structurally hard to produce, not caught after the fact.

▶ live · off-style prompt → ✗ rejected → re-forged in spec · no external filter, real game mesh

Everyone else Raw generation

  • Drifts off-style, random scale — breaks the game.
  • Moderation bolted on afterwards; NSFW / IP leaks.
  • You get a “mesh,” not something playable.

DoctrineStrike Constrained generation

  • Slot & role rules → always fits, always on-brand.
  • Forced style + role = moderation built in, no extra filter.
  • You get a rigged, combat-wired unit.
player types: "a flying tank with wings" (in the TANK slot) engine locks: role = ground vehicle · tracks · turret · house style result: an on-brand tank — the off-theme part never renders
🦴

Auto-rig & snap

Tripo auto-rigs the mesh; a hidden prompt forces three-quarter view, Z-axis and a fixed scale per class, so the result snaps into the slot already combat-wired.

🎚️

Player-safe controls

Transform-style tweaks (position, rotation, scale) plus quality tiers low → ultra — bounded so a player can refine, never break, the build.

↩️

One-tap revert

Don't like it? Revert instantly and try again. The blame for a bad result is the prompt, not the game — and each retry is another generation.

06 · The new market

Not just developers. Players.

DoctrineStrike ships an in-game Level & Faction Editor — players generate their own tanks, units and entire factions, gated behind Magnific access. Every creator-player becomes a Magnific user. Command & Conquer: Generals is legendary for its mods; we make modding one click — the creative layer that turns a community into thousands of player-made units and factions.

▶ player build · “Edit with Magnific” scene · the simplified player-facing editor, inside a real build
🎬 Captured live this week · in-engine, unedited
▶ type “make it look like Trump” in the prompt → the unit restyles, in-buildAziz's pick
▶ two live edits · paint a flag & number, then reshape the turret to twin cannons — one prompt eachlive · in-engine
▶ prompt a weapon → generated, auto-rigged & baked onto the unit — one click, mid-matchlive · in-engine
▶ the new weapon is auto-rigged onto the infantry — ready to fightlive · in-engine
▶ any generated weapon is auto-baked into the unit that carries itlive · in-engine
▶ swap a single part · truck → BBS wheels, just because you canlive · in-engine
▶ don't like it? one-tap revert — then try again · every retry is another generationsafety net
Open the editorgenerate via Magnificplay itshare itothers play it
07 · The showcase

A shipped game, powered by your model.

Teams pitching this thesis have mock-ups. We have DoctrineStrike — a finished RTS with its entire art library AI-generated. Every unit below was generated from a prompt, in one coherent style, then rigged and wired to play:

M1A2 · USA
T-14 · Russia
Leopard 2 · EU
Arjun · India
F-22 · USA
Su-57 · Russia
J-20 · China
Typhoon · EU
AH-64 · USA
Karrar · Iran
BMPT · Russia
Rafale · EU
190+

Playable units & buildings generated — plus every icon, projectile & prop. 6 factions, one style.

1 click

Prompt → playable unit, fully automated. Built for Magnific as the default backend — drop-in, no rebuild.

Live

Working demo & full walkthrough — this site, plus the in-engine editor.

Ready for⬢ MAGNIFIC
● The partnership

Be first from prosumer to consumer scale.

Meshy, Tripo and Luma can copy the model — but not being first with a real, shipped title that proves it in players' hands. Launch this together and Magnific becomes the engine of the next Fortnite-scale economy — the next Epic. In AI, two weeks is two years: the window is now.

Integrate
Magnific = the default backend

A one-setting swap from our ComfyUI pipeline — Text→Image, Image→Image & Image→Mesh, in a shipping RTS. No rebuild.

Sponsor
Power a free-to-play launch

Guaranteed generation volume from day one — instead of waiting for players to buy the game, then buy credits.

  • Integrate — Magnific as DoctrineStrike's generation backend (a one-setting swap)
  • Sponsor a free-to-play launch — guaranteed volume from day one, not "wait for buyers"
  • Seed credits to bootstrap creation; players then buy Magnific credits — you own the market
  • Co-market — help position on Steam & social to multiply wishlists and reach
  • Be the next Epic — prove the model here, and the games that follow run on Magnific
Next milestone → Magnific live as the default backend of DoctrineStrike's player creator.