GROKMARES
THE COPPER PANTRY
Nix wakes inside a drawer, small enough to vanish beneath a table and bright enough to betray every step. Cross one oversized pantry, turn noise against the Wick Matron, climb to the brass key, and unlock the dumbwaiter before her lantern finds you.
Enter the pantry live production build · chapter i · desktop
Let the 3D assets finish loading, press WAKE, then click the room to capture the mouse. Fullscreen gives the clearest view of the lantern and floor marks.
WASD move · MOUSE look · SHIFT run · CTRL sneak · SPACE jump / climb · E interact · ESC pause and release mouse · F fullscreen. Desktop keyboard and mouse only; there are no touch controls.
Small body.
One watched room.
The pantry is built around scale. Nix starts below chair rungs and boot soles while the Wick Matron patrols overhead. Sneaking is slower and quieter; getting fully under the prep table breaks the lantern's reach. The mouse-look camera is deliberately part of navigation because there is no detached minimap to solve the room for you.
The route is a compact cause-and-effect chain. Slip south while the Matron faces away, yank the ladle rack so a jug shatters at the far washstand, then spend that investigation window retreating to cover. From there, climb the chalk-marked shelves, take the brass key from its cage, follow the amber floor marks, and open the dumbwaiter.

A generated mesh
was only the start.
The character route began with one front-facing T-pose reference for Nix and one for the Wick Matron, made with Codex Image Gen. The base meshes were generated locally with Microsoft TRELLIS.2-4B through the Vulkan trellis.cpp route on an AMD Ryzen AI Max+ 395. That produced useful volume and character identity, but not assets ready to bend inside a game.
Each selected mesh then went through closed retopology, a 2048 UV/PBR rebake, Make-It-Animatable T-pose rigging, normalized four-influence skinning, UV-seam repair, and anatomical bend checks for shoulders, elbows, hips, and knees. Rejected generations and deformation failures stayed out of the runtime instead of being hidden behind a flattering still render.

One skeleton.
Motions that survive play.
HY-Motion 1.0 produced the movement clips through ComfyUI-HyMotion, always on the same accepted skeleton. Nix ships with idle, walk, run, sneak, jump, fall, land, and mantle clips; the Matron has patrol, search, and chase states. Three.js AnimationMixer owns playback and blending in the browser.
The gate was not “an animation file exists.” Full-frame motion, rest-pose compatibility, transitions, and live idle/walk blending were checked on the authored rigs. Nix's 37,042-triangle mesh and the Matron's 41,794-triangle mesh each retain 22 joints after the production pass.

Generation ended.
Game-making continued.
The finished chapter depends on work no generator could sign off by itself: low-frame collision substeps, mantle intent, camera occlusion, patrol/search/chase tuning, cover and noise rules, physical lights, character flame sockets, contact shadows, readable objective staging, asset compression, and real browser input tests. The release gate builds the production bundle, audits both authored rigs, exercises pause/settings/restart/resize behavior, and completes the drawer-to-dumbwaiter route in a real browser.
- A complete drawer → cover → distraction → climb → key → dumbwaiter stealth route
- Two production characters with repaired topology, 2K UV/PBR materials, 22-joint rigs, and deformation gates
- Eight Nix movement clips plus patrol, search, and chase states for the Wick Matron
- Nine reusable AI-assisted hero props, with gameplay collision kept authoritative in code
- Three.js + Vite production build, robustness checks, and a one-attempt real-input escape with zero browser errors