● Partnership & sponsorship proposal · ConfidentialMagnific-ready

Players generate the game.
Your model is the mechanic.

DoctrineStrike is a Command & Conquer–style RTS with an AI twist: 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 — except here every skin is generated by the player, on Magnific, not drawn by a studio. Your model becomes the engine and the storefront.

▶ 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.

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 made Epic a company. Fortnite skins made it a giant — a free game that 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 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–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 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

25 yrs

Built on the modding king

Command & Conquer stayed alive 25 years on mods — 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.

21M+

The appetite is proven

Where Winds Meet's face-scan lets players upload a photo → their in-game character. One ranking clip passed 21M views since March 2026 — and YouTube is full of them. That's one cosmetic feature. DoctrineStrike regenerates the whole unit — weapon, skin, faction — a far deeper hook, and every edit is a Magnific call.

▶ 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, as the face-scan wave proves, people love sharing what they made. Every viral clip is a free “Made with Magnific” ad you never paid for. Revenue on the way in, marketing on the way out.

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 & 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.

Today · studios~thousands
Doctrine­Strike · players100s of millions
Same model — orders of magnitude more users, the moment generation becomes a mechanic players play.
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 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.

01Prompt itin the workshop
02Magnific generatesrigged · on-brand
03Play itseconds later
04Share & sellmarketplace
05Others remixnew generations
↺ every turn of the loop is more Magnific generations
Captured live this week · in-engine, unedited · tap ‹ › to browse
▶ 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 again · every retry is another generationsafety 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 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.