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The 30-minute demo that sells months of Unreal work

A 40-person game studio building high-end branded 3D games had only referral business and no spare developer hours. Their own outbound idea, cheap 2D teaser games, would burn billable time and undersell their craft.

The problem

Selling expensive custom work without samples or burning billable hours

What was built

A generic 3D racing base game was built once. For each prospect, an agent researches the company, pulls brand colors, picks a genre fit and storyboards the piece. A generative video pipeline then renders about 5 minutes that plays like real gameplay, with the brand placed in the world.

What it measured
Built with

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Tell me what your version looks like and which tools it runs in. I reply with how I would build it.

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