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● Partnership & sponsorship proposal · ConfidentialMagnific-ready

Players generate the game.
Your model is the mechanic.

DoctrineStrike is a Command & Conquer-style RTS where players generate their own units, skins and whole factions, live in-game. It runs the Fortnite playbook: a free game that made Epic billions from cosmetics. The difference is that here every skin is generated by the player, on Magnific, instead of drawn by a studio. Your model becomes the engine and the storefront.

▶ the real game · live gameplay from the shipping DoctrineStrike build
▶ live · "russian MBT, reactive armor" → a rigged, combat-ready unit in ~30s · the real game mesh
behind the scenes · the real pipeline forging that unit, inside the engine (loads trimmed)
01 · The business model

Player-creators already make billions.

The market already exists: Roblox and Fortnite pay player-creators billions a year. But those players only assemble pre-made blocks, because nobody lets them generate. DoctrineStrike does, and every generation is a Magnific call. Millions of players creating means a constant stream of inference demand for your model.

The Epic playbook, but the skins are generated.

Unreal made Epic a company. Fortnite skins made it a giant. A free game turned cosmetics into one of the biggest money machines in entertainment:

Epic's valuation, powered by Fortnite cosmetics 2017 · Fortnite launches Unreal Engine · ~$4B $31.5B 2022 Epic valuation across public funding rounds · directional
▶ Fortnite's Item Shop · a fixed catalog of studio-made skins players pay for · we make it infinite & player-generated
Fortnite Item Shop featuring skins and emotes with V-Bucks prices
$26B+

Fortnite revenue since launch, almost all of it cosmetics.industry estimates · directional

$0

Price of the game. Free-to-play, funded entirely by skins & the battle pass.

~1,900

Skins in the catalog, every one hand-made by Epic's art team.

THE OLD WAY fixed catalog ends at ~1,900 skins, ever THE NEW WAY generated a new one every prompt

The old way Fortnite · Roblox

  • Skins drawn by a studio art team
  • Fixed catalog: a few thousand, ever
  • Days to weeks of artist time per skin
  • The platform keeps 100%; players only buy

The new way DoctrineStrike × Magnific

  • Skins generated by players, on your model
  • ∞ infinite: a new one every prompt
  • Seconds per skin, live in-game
  • Magnific powers & monetizes every single one
$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 an enormous market, and with DoctrineStrike every one of them is a potential Magnific user.Game Developer, Aug 2025 · *Minecraft figure is a third-party estimate

25 yrs

Built on the modding king

Command & Conquer stayed alive for 25 years on mods, without ever getting a remake. We rebuilt that RTS and replaced “wait for a modder” with “prompt it yourself.” It hands the most passionate mod community in gaming one-click generation.

21M+

The appetite is proven

The face-scan in Where Winds Meet lets players turn a photo into their in-game character. One ranking clip passed 21M views since March 2026, and YouTube is full of them. All of that from a single cosmetic feature. DoctrineStrike regenerates the whole unit (weapon, skin, faction), a much deeper hook than a face swap.

▶ YouTube · #wherewindsmeet “face scan” · one feature, clip after clip in the tens of millions
YouTube Shorts of the Where Winds Meet face-scan feature, each with millions of views (11M, 21M, 21M, 3.1M, 5.3M)

Every creation markets Magnific, twice.

Inside the game, a creation is a generation you're paid for. Outside it, players post their builds to YouTube, TikTok & streams, and the face-scan wave proves people love sharing what they made. Every viral clip works as a free “Made with Magnific” ad. You earn on the generation and get the marketing on top.

Three revenue lines, all running on Magnific.

Player buys Magnific credits ⬢ Magnific generates a unit · skin · faction $ Play · share · resell in the marketplace ⬢ Re-generates tweak · remix · retry $ ↺ every remix, resale & new game is another paid generation

Players pay to create

Players buy Magnific credits and spend them directly to generate and own content, so the billing and the customer relationship stay yours. Quality tiers (low → ultra) and one-tap revert both trigger fresh generations: the more players create, the more they spend.

Marketplace take-rate

Players share, buy and sell their creations, the Roblox/UEFN model applied to generated content. Every resale is another paid generation.

More games, more calls

The creator layer can embed in other titles. Each new studio brings new players, and every new player brings more generations. The loop compounds, all on your model.

$7.2B

GenAI-for-3D by 2029, up from $1.9B in 2024 (~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 costs pennies; a full rigged 3D unit costs more, scaling with detail. Per player it stays tiny, and the volume is massive.

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 when 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. Add your model and that market opens.

Today · studios~thousands
Doctrine­Strike · players100s of millions
Same model, orders of magnitude more users, the moment generation becomes a game mechanic.
03 · The proof

AI art that lives inside the game.

ComfyUI is a brilliant engine inside a clumsy product: a separate app with inconsistent output that only experts can drive. We closed that 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.

The pipeline is already built around clean slots, so Magnific needs no custom integration. Four stages (Text→Image, Image→Image, Image→Mesh, Text→Mesh) are wired and waiting for your model. Switching to Magnific is 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 that your tech ships finished games.

On-brand by default

Style injection keeps every image Magnific returns on-model, which means fewer retries and a lower cost per asset.

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?” We don't rely on a moderation team or an external filter. Safety is baked into how every prompt is built: a fixed suffix + role wraps each prompt with locked scale and style, and a bounded seed adds variety within those rails. Off-theme or inappropriate output becomes structurally hard to produce in the first place.

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

Everyone else Raw generation

  • Drifts off-style at random scale and 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, all bounded so a player can refine the build but never break it.

One-tap revert

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

06 · The new market

From developers to players.

DoctrineStrike ships an in-game Level & Faction Editor where 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 turn modding into one click, the creative layer that converts a community into thousands of player-made units and factions.

01Prompt itin the workshop
02Magnific generatesrigged · on-brand
03Play itseconds later
04Share & sellmarketplace
05Others remixnew generations
↺ every pass through the loop runs on Magnific
Captured live this week · in-engine, unedited · every clip below
▶ two live edits · paint a flag & number, then reshape the turret to twin cannons · one prompt eachthe big one
▶ type “make it look like Trump” in the prompt → the unit restyles, in-buildlive · 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 againsafety net
▶ the player-facing editor · “Edit with Magnific” scene, inside a real buildplayer build
07 · The showcase

A shipped game, powered by your model.

Teams pitching this thesis usually bring mock-ups. We bring DoctrineStrike, a finished RTS whose entire art library is 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 and buildings generated, plus every icon, projectile and 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 and 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. What they can't copy is being first, with a real shipped title proving it in players' hands. Launch this together and Magnific becomes the engine of the next Fortnite-scale economy, the next Epic. That first-mover seat is still empty, and it won't be for long.

Integrate
Magnific = the default backend

A one-setting swap from our ComfyUI pipeline (Text→Image, Image→Image and 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 and 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 instead of waiting for buyers
  • Seed credits to bootstrap creation; players then buy Magnific credits and you own that market
  • Co-market: help position the game on Steam and 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.