● Partnership & sponsorship proposal · ConfidentialMagnific-ready

Your model becomes
the game mechanic.

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 — every stage a clean drop-in slot, so switching it to Magnific is one selection, no code. We're not shopping backends: we built the whole game to run on Magnific by default — and to put 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

Players don't just play the game.
They generate it.

A new category is opening in gaming — call it GameGen. Instead of shipping one fixed set of assets, the game hands players the generator: they create their own units, skins and entire factions with AI — live, inside the game. Every player becomes a creator, and every creation is a generation. DoctrineStrike is a finished real-time strategy game built entirely on this: type a prompt → get a rigged, combat-ready unit → play it seconds later.

🎮

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 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.

02 · 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
03 · 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.
04 · 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
05 · 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 mods; we make modding one click and put it in front of everyone.

▶ 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
▶ paint unit markings live · type a number or letter → applied to the tanklive · 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
06 · 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.

Powered by⬢ MAGNIFIC
07 · Unit economics

Cents per generation. Millions of players.

Players pay to create. Instead of buying pre-made skins, they generate their own with AI — a market that didn't exist before. Image generations are cheap enough to put in millions of hands; richer 3D units cost more, still tiny at player scale. If we build this together, there's room to explore co-investing early to win the category before anyone else prices it in.

Player-priced

An image generation is pennies; a full rigged 3D unit costs more, scaling with mesh detail and backend. Either way, small enough to put in every player's hands.

Direct

Players recharge Magnific credits and spend them, with cost visible per generation. Zero billing friction for us — your margin, your users.

Take-rate

A marketplace lets players share, buy & sell creations — every resale is a paid generation plus recurring revenue.

● 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. We bring the market; Magnific brings the model. A two-way win.

Integrate
Magnific = the default backend

Text→Image, Image→Image & Image→Mesh, dropped into a shipping RTS. One asset, no rebuild.

Showcase
“Made with Magnific”

Credit on a published title — store page, trailers, credits. Live proof your model ships finished games.

  • Integrate — Magnific as DoctrineStrike's generation backend
  • Co-invest — a possible early lever to win the category, to explore together
  • Co-launch the in-game Level & Faction editors
  • Open a player-scale market — millions, not thousands
Next milestone → Magnific live as the default backend of DoctrineStrike's player creator.