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.
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.
Not a studio tool — a game mechanic. The audience jumps from thousands of creators to hundreds of millions of players.
Generation runs inside Unity while you play — prompt to playable in seconds, no separate app.
Each unit, retry and remix is a paid model call. Player creativity turns directly into generation volume.
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.
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.
body
rotor · spins
gun · auto-aim
missiles · fireBecause 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.
Your model becomes the generation engine of a shipping RTS. Integration is one asset in the Workflows library — not a project.
Like “Made with Unity”: a credit on a real published title — store page, trailers, credits. Proof your tech ships finished games.
Style injection means every image Magnific returns is already on-model — fewer retries, lower cost per asset, a cleaner showcase.

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.
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.
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 · EUPlayable units & buildings generated — plus every icon, projectile & prop. 6 factions, one style.
Prompt → playable unit, fully automated. Built for Magnific as the default backend — drop-in, no rebuild.
Working demo & full walkthrough — this site, plus the in-engine editor.
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.
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.
Players recharge Magnific credits and spend them, with cost visible per generation. Zero billing friction for us — your margin, your users.
A marketplace lets players share, buy & sell creations — every resale is a paid generation plus recurring revenue.
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.
Text→Image, Image→Image & Image→Mesh, dropped into a shipping RTS. One asset, no rebuild.
Credit on a published title — store page, trailers, credits. Live proof your model ships finished games.