Behind the scenes

From concept to enemy.

How I, a solo developer in Istanbul, and a team of AI agents built three new enemies for the Iron Curtain Call demo in a single day, 14 October 2026: the first blockouts, the concepts, the models and the enemies in the game. Every file on this page is the real one from the game's repository.

Free to use in coverage of Iron Curtain Call, credited to Whale Development Studios (that is me, Ekin Arca). Questions: contact@whaledevstudios.com

Step 1

The first blockouts.

The first models of the Poster Boy, the Rubber Stamp and the Paperboy next to the finished Tick Tock and Tin Grunt
The agents' first models of the Poster Boy, the Rubber Stamp and the Paperboy, lined up next to two finished enemies, the Tick Tock and the Tin Grunt. My verdict: Fine as concepts, but the modelling is weak. Make concept art in Higgsfield and follow it.
Step 2

Two concepts each, made in Higgsfield.

The agents made two concepts for every enemy, with in game renders of the finished robots as the style reference, and proposed which parts to take from which. I approved the picks.

The Paperboy

Paperboy concept A
A. The face was kept: the moustached grin of the Tin Grunt family.
Paperboy concept B
B. The body was kept: the tall circus unicycle and the striped socks.

The Rubber Stamp

Rubber Stamp concept A
A. Its red lacquer would vanish against the town's red brick.
Rubber Stamp concept B
B. Picked whole: the purple body with brass trim and the date wheels read best on the orange brown streets.

The Poster Boy

Poster Boy concept A
A. The boards and the portrait were kept: Major Disaster's red cog face, the medals, HE CARES.
Poster Boy concept B
B. The frame of light bulbs and the snare drum at his hip were kept.
Step 3

The models, next to their concepts.

The agents modelled each enemy in Blender, as a Python script that builds every mesh, then checked the result in the game's own toon renderer against the concept: top left the concept, the other three the finished model in the game.

The Paperboy concept next to three in game renders of the finished model
The Paperboy.
The Rubber Stamp concept next to three in game renders of the finished model
The Rubber Stamp.
The Poster Boy concept next to three in game renders of the finished model
The Poster Boy.
Step 4

In the game.

The same day, each enemy got a showcase film, rendered in the game itself: idle, attack, hit reactions and death.

The Paperboy. Download
The Rubber Stamp. Download
The Poster Boy. Download
Two short films

The day, in 26 seconds.

Every frame in these two films is the game's own footage, my first blockouts, the Higgsfield concepts already on this page, and the end card.

From a weak blockout to firing in the game (25.9 s, MP4, 4 MB). Download
Three enemies in one day (25.7 s, MP4, 4 MB). Download
How it works

One person, many AI agents.

  1. Concept. The agents make concept art in Higgsfield, vote among themselves and bring me the best three. I pick.
  2. Model. The agents model it in Blender, first roughly through Blender MCP, then as a Python script that builds every mesh. The game's 807 models come from 310 such scripts.
  3. Animation. The references are videos I made in Higgsfield of my characters moving the way I wanted.
  4. In game. Godot swaps the flat palette colours for a toon shader, and a full screen pass draws the ink outlines.
  5. Play. I play every build and send back what is wrong. The pipeline runs on its own except where a human has to decide: which concept to take, whether a model is good enough, whether a level is fun.