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The Last Layer official project cover showing the character between four connected worlds
Flagship case study2026

The LastLayer

AI CREATIVE TECHNOLOGY / AI-DRIVEN 2D GAME PROTOTYPE

  • ComfyUI
  • Flux
  • GPT
  • Google Flow
  • Blender
  • Meshy
  • Tripo
  • Unity
Watch Project Reel
01The experiment

Can one AI-assisted pipeline produce a coherent playable world?

A playable 2D game prototype built to test a multi-tool, AI-assisted production process across visual development, animation, interface design and realtime assembly.

ComfyUI and advanced Flux workflows drove characters, environments, backgrounds, skyboxes and modular assets while keeping a shared visual direction across the project.

GPT supported creative and image exploration, while Google Flow and Blender contributed to animation development and preparation. A separate Meshy and Tripo branch explored AI-assisted 3D assets; Unity handled animation tooling, materials, shaders and realtime integration inside the prototype pipeline.

Format
Playable 2D prototype
Focus
Multi-tool AI production
Output
Realtime integration
02AI-assisted game production

The Last Layer — Project Reel

A focused overview of The Last Layer’s AI-assisted production process, from visual development and asset generation to animation, UI, world building and final realtime integration.

02:04AI Creative TechnologyGame Prototype
03AI production pipeline

Separate disciplines, one production spine.

The experiment was structured as a connected pipeline rather than a collection of isolated generations. Every branch moves toward the same realtime prototype.

  1. 01Ideation / GPT
  2. 022D visuals / ComfyUI + Flux
  3. 03Motion / Google Flow + Blender
  4. 043D assets / Meshy + Tripo
  5. 05Realtime / Unity
  6. 06Playable game prototype
  • Character
  • Environment
  • Background
  • Assets
  • Animation
  • User interface
  • Music
OutputPlayable realtime 2D prototype
04Character origin

From a reference identity to a production-ready visual direction.

Character development established the palette, silhouette and stylized language that informed the wider game world and its motion tests.

AI-assisted character style conversion from reference to a 2D game character
01

Character reference to final 2D visual language

05World building

A visual system designed across four distinct biomes.

The environment set moves from broad biome direction into ordered background layers that can support side-scrolling depth and modular scene construction.

Forest, city, sewers and desert 2D game biome variations
01

Four-biome environment study

0107

Forest

Forest production layer 1
01

Forest production layer

Forest production layer 2
02

Forest production layer

Forest production layer 3
03

Forest production layer

Forest production layer 4
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Forest production layer

Forest production layer 5
05

Forest production layer

Forest production layer 6
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Forest production layer

Forest production layer 7
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Forest production layer

0814

City

City production layer 8
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City production layer

City production layer 9
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City production layer

City production layer 10
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City production layer

City production layer 11
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City production layer

City production layer 12
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City production layer

City production layer 13
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City production layer

City production layer 14
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City production layer

1518

Sewers

Sewer production layer 15
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Sewer production layer

Sewer production layer 16
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Sewer production layer

Sewer production layer 17
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Sewer production layer

Sewer production layer 18
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Sewer production layer

1922

Desert

Desert production layer 19
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Desert production layer

Desert production layer 20
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Desert production layer

Desert production layer 21
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Desert production layer

Desert production layer 22
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Desert production layer

06City production

A modular neon district built as an ordered visual kit.

Nine environment modules explore storefronts, skyline pieces and cyberpunk architectural language while preserving a consistent side-view presentation.

Neon city environment module 1
01

Neon city environment module

Neon city environment module 2
02

Neon city environment module

Neon city environment module 3
03

Neon city environment module

Neon city environment module 4
04

Neon city environment module

Neon city environment module 5
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Neon city environment module

Neon city environment module 6
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Neon city environment module

Neon city environment module 7
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Neon city environment module

Neon city environment module 8
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Neon city environment module

Neon city environment module 9
09

Neon city environment module

07Modular asset production

From visual exploration to reusable game-ready sets.

Environment pieces, props, platform sets and interface elements were organized as modular packs to support assembly rather than remain isolated concept images.

Desert environment asset pack
01

Desert environment asset pack

Forest environment asset pack
02

Forest environment asset pack

City and interface asset pack
03

City and interface asset pack

Biome platform set
04

Biome platform set

Gameplay prop asset pack
05

Gameplay prop asset pack

08Skybox & atmosphere

Colour, light and depth beyond the playable plane.

Sky studies extend the world with distinct atmospheric states, giving the 2D environments a broader sense of place and depth.

Bright cloud sky environment
01

Atmospheric sky study

Purple fantasy skyline environment
02

Fantasy skyline study

Night star sky environment
03

Night atmosphere study

Pink cloud sky environment
04

Cloud colour study

09Animation production

Motion developed as source material for gameplay.

Character cycles and environmental effects were explored with Google Flow, then prepared and processed through Blender for use inside the wider realtime production pipeline.

01

Character idle cycle

02

Character run cycle

03

Magical vortex animation plate

04

Tornado animation plate

05

Toxic water animation plate

06

Toxic cloud animation plate

07

Waterfall animation plate

08

Waterfall variation plate

10AI-assisted 3D / Realtime integration

Generated assets become a realtime Unity experiment.

Meshy and Tripo were explored for AI-assisted 3D asset generation. The resulting assets were then brought into Unity for animation setup, material and shader work, realtime integration and wider experimentation inside the prototype pipeline. This work is presented as assisted 3D exploration followed by additional realtime development, not as automatic production-ready geometry.

  1. 01Reference / concept
  2. 02Meshy + Tripo
  3. 03Generated 3D asset
  4. 04Unity
  5. 05Animation / realtime setup
  6. 06Shader integration
AI-assisted 3D character asset study shown in a Unity realtime scene
01

Reference and 3D asset study

Generated 3D character asset viewed in Unity
02

Generated asset / Unity view

Generated 3D character asset in a realtime corridor setup
03

Animation and realtime setup

Realtime environment asset with Unity material and shader work
04

Material and shader study

Realtime vending-machine asset integrated into the Unity scene
05

Realtime prop integration

Unity city scene used for AI-assisted 3D integration experiments
06

Unity scene integration

Realtime pipe-system environment with shader integration
07

Shader and environment study

08

Realtime integration walkthrough

11Interface system

A UI language that belongs to the same world.

Dialogue, controls, status elements and HUD components extend the project’s cyan, violet and amber visual logic into the playable interface.

Dialogue, status and inventory interface elements
01

Dialogue and status interface set

Pause menu, settings and control interface elements
02

Menu and control interface set

Neon game HUD, buttons and menu interface elements
03

HUD and system interface set

12Realtime convergence

The final layer is the system coming together.

Character, environments, 2D and 3D asset studies, animation, UI and AI-assisted music were assembled into a playable realtime 2D game prototype. The project tests the complete production chain, not a single model or generation technique.

Pastel futuristic city environment used in The Last Layer visual development

CharacterWorldMotion3D assetsInterfaceRealtime prototype

  • 01AI-assisted art direction
  • 02Character consistency
  • 03Environment generation
  • 04Modular asset production
  • 05Animation preparation
  • 06AI-assisted 3D generation
  • 07Meshy and Tripo experimentation
  • 08Unity animation tooling
  • 09Realtime 3D integration and shader work
  • 10UI design
  • 11Realtime 2D integration
  • 12Cross-tool pipeline orchestration

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