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. It is built to run on Magnific — and to put Magnific in the hands of millions of players, not just developers.
One global style is injected into every generation. Every asset lands on-brand — automatically.
Prompt → textured, rigged, combat-wired prefab in minutes. Iterate at ~1–4 credits a pass.
In-game creator tools turn every player into a Magnific user. Modders become customers.
ComfyUI is a brilliant engine and a clumsy product: a separate tool, inconsistent output, expert-only. We closed that gap. Every backend — text-to-image, image-to-image, image-to-mesh — became a swappable module inside Unity, driven by one shared style. The backend is now just a setting. That setting can be Magnific.
Everything below is shipping today inside the DoctrineStrike editor. Follow the arrows.
A single GraphicsStyleConfig defines the look of everything. Choose a Style ID — here “lowpoly2” (Synty POLYGON) — and every generation inherits a universal suffix plus per-role rules (building, vehicle, aircraft, infantry…). Authors only describe the subject; the engine assembles the rest.
Four pipeline stages — Text→Image, Image→Image, Image→Mesh, Text→Mesh — each point to an active backend asset. Today: GPT-Image-2 for images, Tripo for meshes. Replacing any stage with Magnific is a single selection. No code. No rebuild.
Each ComfyUI workflow lives as a ScriptableObject under Workflows/Generated — Gemini, Hunyuan, Meshy, GPT-Image, Tripo (3.0 / 3.1 / p1). The same config you’d wire in a ComfyUI graph, exposed in the editor. Adding a backend = dropping in one file. A Magnific workflow joins the shelf the same way.
Whatever you would configure in a node graph is a tidy Unity field: resolution, negative prompt, model, quality, style, background. For fast iteration we run GPT-Image at low quality — ~1–4 credits, seconds per image — more than enough to lock a composition before any final pass.
Mesh backends expose their own knobs — target polycount, texture resolution, PBR, model version, geometry/texture quality. Tripo here at 60k / 1024, PBR on. Swap to any other mesh engine without disturbing the rest of the pipeline.
Every art asset is a VisualData object: a clean subject prompt, a role preset (building / aircraft / vehicle / infantry → sets resolution & polycount), and three buttons — Regen Image, Regen Mesh from sprite, or both.
Behind them: generate sprite → white-mask → mesh via ComfyUI → GLB→FBX with PBR (per-backend logic) → prefab, auto-scaled to its class and auto-wired with the gameplay scripts it needs. Infantry even auto-rig in Blender, tuned per mesh backend.
The Multipart Builder takes one unit and its sprite and splits it into working parts. A tank → body, tracks, turret (auto-aiming). An Apache → body, rotor (spinning), gun (tracking), missiles (firing). Templates per class — fully editable: add or remove parts, retune polycount, regenerate or edit any piece.
Because every stage is already a swappable module, Magnific doesn’t need a custom integration. It needs a socket — and we built it.
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, its store page and trailers — proof your tech ships finished games. Powered by⬢ MAGNIFIC
Style injection means every image Magnific returns is already on-model — fewer retries, lower cost per asset, a cleaner showcase of your output.
DoctrineStrike will ship an in-game Level Editor and Faction Editor. Players generate their own tanks, units and entire factions — gated behind Magnific access. Every creator-player becomes a Magnific user.
Today, generative-3D tools sell to game studios — a few thousand buyers.
In-game creation opens the same tech to players — orders of magnitude larger.
Command & Conquer: Generals is legendary for mods — players never stopped making and playing them. We make modding one click and put it in front of everyone. That demand is proven; we’re removing the friction.
Every loop is paid Magnific usage — and a category Magnific can be first to own.
AI 3D generation sells today as a tool for developers — thousands of buyers. The real market is players — hundreds of millions — the moment creation stops being a tool and becomes a game mechanic. That shift is the whole opportunity.
The C&C remake is the Trojan horse, not the product. The product is a platform for live, player-generated game content — “prompt-to-play.” Imagine a tank → describe it → 30s later you command it → you share it → someone else plays it.
Our slot & prefix rules guarantee it fits: a tank’s blade has fixed scale and a locked art style, so any new blade — or a whole new tank or building — drops in correctly and on-brand. Creativity is free inside a frame that keeps every result playable. (This is the answer to “moderation & quality at scale.”)
Other studios adopt the “Made with Magnific” creation layer, let their players mod parts of their games, and a marketplace lets players share, buy & sell generated assets. Network effect: more studios → more assets → more players → more studios — with a take-rate on top.
Roblox & UEFN already proved player-creators are a multi-billion market. We drop the barrier from “learn to model” to “type a sentence.”
The backend is swappable (HF, ComfyUI, anyone) — so the moat isn’t technical. It’s brand, quality & being the default. Like Stripe for payments: a commodity underneath, a category winner on top. Whoever moves first owns it.
A generation at GPT-Image “low” is ~1–4 credits — cents. Players pay to create (credits / premium), freemium caps usage, and Magnific co-subsidizes early to buy the category. Cheap enough to put in millions of hands.
“Magnific has a business of thousands of pros. We open one of millions of players — turning their creator tool into the game mechanic of a new category, prompt-to-play, proven by a real shipped game. It’s Epic betting on cosmetics: niche today, standard in three years, and whoever moves first owns it.”
We integrate Magnific as DoctrineStrike’s default generation backend, ship the “Made with Magnific” badge, and co-launch the player-facing creator tools that turn gamers into your users.