DoctrineStrike is a Command & Conquer-style RTS where players generate their own units, skins and whole factions, live in-game. It is the first title on GameGen, our creator layer, and it runs the Fortnite playbook: a free game monetized through cosmetics. The difference is that here every cosmetic is generated by the player, paid in Magnific credits, and the studio earns a share of every generation.
AI generation today is sold to studios and pros: thousands of customers buying a tool. But the money sits where the market is, and the market is players: hundreds of millions who will never open a pro tool, yet will generate nonstop inside a game. DoctrineStrike makes that switch: generation stops being a tool you buy and becomes a mechanic you play. GameGen opens that market.
Same model, orders of magnitude more users, the moment generation becomes a game mechanic.
World-model games dream frames on a server farm. DoctrineStrike is a real engine build that runs on today's hardware, where AI generates the content, not the frames. Different genre, different market, no head-on rival.
Five bounded templates (infantry, tanks, aircraft, buildings, weapons) and a top-down RTS camera keep player creations readable and safe to ship. It is the friendliest possible arena for consumer-scale generation.
ComfyUI is a brilliant engine inside a clumsy product: a separate app with inconsistent output that only experts can drive. We closed that gap. Every stage (text→image, image→image, image→mesh) is a clean drop-in slot inside Unity, built to run on Magnific and driven by one shared style. Prompt → sprite → mesh → rigged, combat-ready prefab, auto-scaled to its class and wired to play.
body
rotor · spins
gun · auto-aim
missiles · fireThe market already exists: Roblox and Fortnite pay player-creators billions a year. But those players only assemble pre-made blocks, because nobody lets them generate. DoctrineStrike does, and every generation is a paid transaction the studio shares in. Millions of players creating means a constant, recurring stream of in-game spend.
Unreal made Epic a company. Fortnite skins made it a giant. A free game turned cosmetics into one of the biggest money machines in entertainment:
Fortnite revenue since launch, almost all of it cosmetics.industry estimates · directional
Price of the game. Free-to-play, funded entirely by skins & the battle pass.
Skins in the catalog, every one hand-made by Epic's art team.
Command & Conquer stayed alive for 25 years on mods, without ever getting a remake. We rebuilt that RTS and replaced “wait for a modder” with “prompt it yourself.” It hands the most passionate mod community in gaming one-click generation.
The face-scan in Where Winds Meet lets players turn a photo into their in-game character. One ranking clip passed 21M views since March 2026, and YouTube is full of them. All of that from a single cosmetic feature. DoctrineStrike regenerates the whole unit (weapon, skin, faction), a much deeper hook than a face swap.
Fortnite runs on V-Bucks, and V-Bucks built Epic. DoctrineStrike does not mint its own coin: every price in the workshop, the exchange and the market is denominated in Magnific credits. Every player wallet is a Magnific account, the studio earns its share of every generation, and the first game economy native to an AI platform is the category this company creates.
Players sign in with Magnific inside the workshop and buy credits; the studio earns a revenue share on every credit spent in-game. Quality tiers (low → ultra) and one-tap revert both trigger fresh generations: the more players create, the more everyone earns.
Players share, buy and sell their creations, the Roblox/UEFN model applied to generated content. Every resale is another paid generation, and the creator premium splits between the creator and the studio.
GameGen can license into other titles. Each new game brings new players and a new revenue line, and every new player brings more generations. The loop compounds.
GenAI-for-3D by 2029, up from $1.9B in 2024 (~31% CAGR).The Business Research Company · directional
UGC-gaming market by 2032, the category GameGen sits inside.6Wresearch · directional
An image generation costs pennies; a full rigged 3D unit costs more, scaling with detail. Per player it stays tiny, and the volume is massive.
DoctrineStrike ships an in-game Level & Faction Editor where players generate their own tanks, units and entire factions, gated behind Magnific access. Every creator-player becomes a Magnific user: modding turned into one click, a community turned into thousands of player-made units and factions.
Creations spread through a community hub on doctrinestrike.com: a feed of prompts and result shots that players vote up and down, Reddit-style. Sharing costs nothing. Fielding a shared unit in your army runs its prompt again, and that run is a fresh Magnific generation.
The deepest hook in the workshop: building a whole faction, your own country's army included. Every unit, building and weapon in it is generated to match, with stats cloned from an existing faction so balance never breaks. A committed creator can spend more generating a faction than on a full-priced game, and communities will race each other to field theirs.
Generated for this pitch, on Magnific · four player factions from one base tank, one prompt each
Oplot · Ukraine
Osório · Brazil
Jaguar · Mexico
Harimau · IndonesiaOne more run each and the faction has a face · emblem and key art, same pipeline, same style as the game's official factions




The first question every platform asks about player-generated content: “how do you stop the bad stuff?” Safety runs in two layers: a fixed suffix + role wraps each prompt with locked scale and style, and an AI referee reviews every output before it enters the game. The bad stuff is structurally hard to produce, and what slips through never reaches a match.
Tripo auto-rigs the mesh; a hidden prompt forces three-quarter view, Z-axis and a fixed scale per class, so the result snaps into the slot already combat-wired.
Transform-style tweaks (position, rotation, scale), quality tiers low → ultra and a one-tap revert, all bounded so a player can refine the build but never break it.
Before a creation enters the game, an AI check answers two questions: is it the class this slot expects, and is it safe? A yes lets the pipeline continue; a no rejects it on the spot. Prompt a cat in the tank slot and it never reaches a match.
Custom units clone their combat stats from an existing unit; the player restyles the look, never the numbers. Nobody prompts a tank that shoots across the whole map, so creativity stays unlimited and the match stays fair.
Teams pitching this thesis usually bring mock-ups. We bring DoctrineStrike, a finished RTS whose entire art library is AI-generated. Every unit below was generated from a prompt, in one coherent style, then rigged and wired to play:
M1A2 · USA
T-14 · Russia
Leopard 2 · EU
Arjun · India
F-22 · USA
Su-57 · Russia
J-20 · China
Typhoon · EU
AH-64 · USA
Karrar · Iran
BMPT · Russia
Rafale · EUPlayable units and buildings generated, plus every icon, projectile and prop. 6 factions, one style.
Prompt → playable unit, fully automated. Built for Magnific as the default backend: drop-in, no rebuild.
Working demo and full walkthrough: this site, plus the in-engine editor.
The pipeline is already built around clean slots, so Magnific needs no custom integration. Four stages (Text→Image, Image→Image, Image→Mesh, Text→Mesh) are wired and waiting. Switching to Magnific is a single selection. No code, no rebuild.
Magnific's model becomes the generation engine of a launch-ready RTS. Integration is one asset in the Workflows library, not a project.
Like “Made with Unity”: a credit on a real published title (store page, trailers, credits). Proof that your tech ships finished games.
Style injection keeps every image Magnific returns on-model, which means fewer retries and a lower cost per asset.
Roblox proved players will build. Fortnite proved a free game prints money. AI made both programmable. GameGen sits where the three meet: a finished title, a creator layer, and a revenue share on every credit spent inside it. The category does not exist yet. That is the point.
Steam Next Fest in October, launch right behind it: servers, QA and the last mile of polish. The build is done; the round buys the runway to the door.
Seed credits for the first thousand creators, with the prompt exchange and the player market live at day one. Liquidity first, take-rate second.
Wishlist campaigns, creator collabs and the co-marketing push with Magnific. Two people build the game; the round buys the megaphone.
The Magnific deal on the table: sponsorship as a recoupable advance against the studio's revenue share on in-game credit spend. They recover first; we earn after. Aligned by design.
Could Magnific simply build this themselves? They could, and it would close the category: no studio builds on a platform that competes with its own clients. Their smarter play is already happening: their engineers reached out first, and the door to Freepik corporate is open. The seat this round buys is at that table.
Who is behind this: two people, in months. Everything on this page, the 190+ units, the pipeline and the live demos included.
CEO of Triple O Games and an AI-agent builder himself. Runs brand, community, Steam and the investor side.
LinkedIn ↗
Built the whole RTS and the generation pipeline single-handed: 190+ units, six factions, the multipart builder and the in-game workshop. From prompt to combat-ready mesh in one click.
LinkedIn ↗Joshua learned the only winning move was not to play. In a new category, it is to play first.
The first step is small → a 30-minute walkthrough: the live build, the pipeline running, and the numbers behind this page.