The developer of the game Dungeon Cult transitioned from 2D isometric sprites to 3D models in Unreal Engine 5 using AI agents. Claude Opus and Sol/Astra were employed to automate the pipeline, including script writing for Blender, mesh processing, rigging, animation, and engine integration.

Initial 3D experiments used the TRELLIS.2 model, which required a local setup on a PC with an RTX 5060 Ti and 16 GB of VRAM. Due to quality issues with complex characters, the developer switched to Pixal3D, which handles intricate details like tentacles more effectively while maintaining compatibility with the existing hardware.

The production process was optimized by creating reusable skills and a shared memory file, AGENTS.md. This file stores technical configurations, such as coordinate system differences and texture format fixes, ensuring that subsequent AI agents do not repeat past errors or waste time on redundant troubleshooting.

A key component of the workflow is the 'Rule Zero,' which mandates that AI agents verify their work by launching Unreal Engine, running test scenarios, and analyzing screenshots or video frames. This closed-loop system ensures that characters are fully functional, with animations and interactions correctly implemented before final approval.