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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 finished DoctrineStrike build
▶ live · "russian MBT, reactive armor" → a rigged, combat-ready unit in ~30s · the real game mesh
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 when generation stops being a tool you buy and becomes a mechanic you play. We built the bridge: a finished 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.

Not another AI-generated game

World-model games dream frames on a server farm. DoctrineStrike is a real engine build that runs on today's hardware, where AI generates the content, not the frames. Different genre, different market, no head-on rival.

A genre with room for a platform

Five bounded templates (infantry, tanks, aircraft, buildings, weapons) and a top-down RTS camera keep player creations readable and safe to ship. It is the friendliest possible arena for consumer-scale generation.

02 · 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
behind the scenes · the real pipeline forging that unit, inside the engine (loads trimmed)
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 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:

▶ 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
$1.5B Roblox creators '25 $900M+ Fortnite/UEFN since '23 $500M+ Minecraft mktplace*
*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)

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
In the build today

Players pay to create

Players sign in with Magnific inside the workshop and buy credits straight from you, 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.

At launch

Marketplace take-rate

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

The roadmap

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.

04 · 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: modding turned into one click, a community turned 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

The prompt exchange: sharing is free, owning it costs a generation.

Creations spread through a community hub on doctrinestrike.com: a feed of prompts and result shots that players vote up and down, Reddit-style. Sharing costs nothing. Fielding a shared unit in your army runs its prompt again, and that run is a fresh Magnific generation.

SHARE LANE · FREE One player posts prompt + result shot doctrinestrike.com hub ▲▼ votes · Reddit-style feed 1,000 players copy the prompt $0 · text + images only to own it, each one runs it OWN LANE · PAID ⬢ Magnific generates 1,000 fresh runs $ 1,000 armies field the unit ↺ remixes return to the hub as new prompts 1 upload · 0 free downloads · 1,000 paid generations

Remix is the default

Players copy a top prompt and bend it: swap the Pentagon for the White House, repaint the tank in their colors. Every tweak is another run, and votes keep pushing the prompts that make people generate.

Zero-weight infrastructure

Text and images only: nothing heavy to host and no files to leak. The asset itself is born on your model, per player, at the moment they want it.

A skin is one generation. A faction is hundreds.

The deepest hook in the workshop: building a whole faction, your own country's army included. Every unit, building and weapon in it is generated to match, with stats cloned from an existing faction so balance never breaks. A committed creator can spend more generating a faction than on a full-priced game, and communities will race each other to field theirs.

Generated for this pitch, on Magnific · four player factions from one base tank, one prompt each

Player-generated Ukrainian main battle tank with pixel camouflage and blue-and-yellow flagOplot · Ukraine
Player-generated Brazilian main battle tank with jungle camouflage and Brazilian flagOsório · Brazil
Player-generated Mexican main battle tank with tricolor stripe and golden eagle emblemJaguar · Mexico
Player-generated Indonesian tank with tropical pixel camouflage and Garuda emblemHarimau · Indonesia
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
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?” Safety runs in two layers: a fixed suffix + role wraps each prompt with locked scale and style, and an AI referee reviews every output before it enters the game. The bad stuff is structurally hard to produce, and what slips through never reaches a match.

▶ 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), quality tiers low → ultra and a one-tap revert, all bounded so a player can refine the build but never break it.

An AI referee on every output

Before a creation enters the game, an AI check answers two questions: is it the class this slot expects, and is it safe? A yes lets the pipeline continue; a no rejects it on the spot. Prompt a cat in the tank slot and it never reaches a match.

Balance-locked stats

Custom units clone their combat stats from an existing unit; the player restyles the look, never the numbers. Nobody prompts a tank that shoots across the whole map, so creativity stays unlimited and the match stays fair.

06 · The showcase

A finished 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
07 · 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 launch-ready 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 finished game runs on your model.
● 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, finished title ready to put 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.

NOW finished, playable build · final polish OCT 2026 Steam Next Fest · first public demo LAUNCH the mode is this meeting's decision: free-to-play sponsored by Magnific, or premium without
Integrate
Magnific = the default backend

A one-setting swap from our ComfyUI pipeline (Text→Image, Image→Image and Image→Mesh) in a launch-ready RTS. No rebuild.

Sponsor
Power a free-to-play launch

A price tag is a paywall in front of a player's first generation. Sponsorship removes it and funds the runway to launch: seed credits kick-start the habit, and from then on players buy their own.

Amplify
Lend the launch your reach

You have the audience in AI creation; we have the game. Co-market the launch and every viral player build doubles as a Magnific ad, in a vertical none of your competitors owns: gaming.

YOU PUT IN the backend · one setting the runway · sponsorship the reach · co-marketing WE SHIP DoctrineStrike, free-to-play players create on your model factions · skins · prompts YOU GET BACK $ on every generation the gaming vertical, first every studio that follows $ ↺ the loop compounds: more players, more generations, more studios

Could you build this in-house instead? You could, and it would close the category: no studio builds on a platform that competes with its own clients. Sponsoring the first title does the opposite, it turns every studio that follows into a Magnific customer. Epic did not make Fortnite's best islands; it paid the creators who did. And outside money is already watching: a fund evaluating Triple O has told us that Magnific's backing is their trigger to invest.

Who is behind this: two people, in months. Everything on this page, the 190+ units, the pipeline and the live demos included.

AZ
Aziz
Game · engine · AI pipeline

Built the whole RTS and the generation pipeline single-handed: 190+ units, six factions, the multipart builder and the in-game workshop. From prompt to combat-ready mesh in one click.

IQ
Isidro Quintana
Business · marketing · funding

Runs Triple O Games: brand, community, Steam and investors. Brought the fund that is now waiting on Magnific's signal to invest.

Joshua learned the only winning move was not to play. Our players just prompt a bigger tank.

The first yes is small → a two-week pilot: flip the backend to Magnific, run the player creator on it, count the generations. Zero engineering on your side.