The Red-Brick Bastion entrance at night in the rain, glass dome glowing on the roof
Back to Systems
Visitor access Gate 01

–GENESIS SANDBOX

Genesis Sandbox/The Red-Brick Bastion

A spatial AI workstudio where multi-agent collaboration becomes something you can explore, understand and interact with.

I built TeamBot, a local system of six specialist AI agents, and could only watch it work through lists and logs. So I turned it into a building you can walk through: every agent has a studio, every handoff travels as light, and the mission stops when it needs a person.

My role
Concept · Creative direction · UX/UI · 3D experience design · AI-assisted development
> load demo mission kiln-landing .. OK
> sanctuary levels 00 / 01 / 02 ... READY
> agents 06 / 06 ................. READY
ACCESS GRANTED >>>>>
SanctuaryDemo ready
Agents06
MissionSimulated
Year2026
TBHQ-GS-0601

Soundtrack / Press play & explore

Open song in Spotify ↗

Project overview / By Yuya

A spatial interface for AI teamwork

Teambot HQ–GENESIS SANDBOX is a walkable 3D AI workstudio designed and built by Yuya. Six specialist agents work around a shared Core, turning a mission’s handoffs, revisions, and human decisions into an experience visitors can explore.

The problem
Lists and logs made it difficult to follow relationships and handoffs across a multi-agent workflow.
My role
Concept, creative direction, UX/UI, 3D experience design, and AI-assisted development.
The result
A three-level workstudio, six specialist stations, an interactive mission, and a demonstration delivery sequence.
Validation boundary
A working prototype with technical checks. User comprehension is untested; Live Project mode has only been tested with a stand-in server.
YFS / Project archive 002Spatial AI system

The glass machine

Inside the brick fortress

A walkable AI operations world where autonomous workflows become spatial experiences. Hover the trace to see who handles each step, or tap a node to meet that agent.

SYSTEM / MISSION TRACE TBHQ // GENESIS
Agents06
Spatial levels03
ExperienceWEBGL
ModesDEMO + LIVE
Mission fileTBHQ-GS
ProjectSpatial AI experience · interactive 3D · AI product design
My roleConcept, creative direction, UX/UI, 3D experience design, AI-assisted development
Built withThree.js, WebGL, TypeScript, Vite, Blender → GLB, AI coding agents
Reads fromTeamBot, my local agent app (Next.js, SQLite), read-only
ImageryKey art renders, plus a film and loops recorded from the running build
Year2026
StatusDemo ready · live mode read-only
Sector01The idea
The idea

What if you could walk inside an AI system?

I was building TeamBot, a local work system made of specialist AI agents. Each one has a job, and they pass work down a pipeline together.

It worked. But you could only see it through dashboards, lists and logs. I kept wondering: what if, instead of reading an agent's status, you could step into the place where it works? I wanted someone with zero technical background to understand the whole system just by looking around.

Lead plans
Research gathers
Content writes
Designer directs
Builder builds
Reviewer checks
Visitor queriesTap one
Level 00 · ArrivalThe arrival corridor with brick walls, amber light strips and the glowing Core ahead
The arrival corridor. Access granted.CAM 02
Sector02The problem
The problem

Making invisible workflows visible.

The hard part of a multi-agent system isn't how many agents you have. It's how they work together.

A dashboard is good at what it was made for: individual tasks and their statuses. What it shows less well is the relationships. Who handed what to whom? Where is the work right now? When does a person have to step in? Those were exactly the things I kept losing track of in my own system.

So the goal was never to turn a dashboard into a 3D room. It was to find a representation where those relationships are the first thing you see. Flip the view on the right: same mission, same moment.

The challenge wasn't making a dashboard 3D. It was finding an easier way to understand a complex system.

AgentStatusElapsed
lead_agentplanned00:12
research_agentcomplete00:42
content_agentrunning01:05
designer_agentqueued—
builder_agentqueued—
reviewer_agentpending—

Correct. But who handed what to whom? Where is the work right now? When do I need to step in?

Two levels of glass studios around the atrium, with Reviewer and Content pods lit Reviewer · waiting Content · writing Stairs to L01
Same mission, same moment.Level 01
The questionIn the dashboardIn the Bastion
Who is working?A status word in each agent's row.A lit studio and a bot in motion. Stations at rest stay dim.
Which agent is which?An ID string, such as content_agent.One colour, one eye shape, one accessory, and a station built around the job.
What was handed over?Implied: one row finishes, the next one starts.A labelled packet of light travels the route from sender to recipient.
Where is the mission now?You infer it by reading the status column.The camera, the map and the lit route all point at one place.
When am I needed?A "waiting" status among the other rows.The mission clock holds, the station's light breathes toward white and a card says what is being asked.
Design hypothesisThis is what I designed the space to communicate, not a tested result. I have not run user testing yet, so I can't claim the spatial view is easier to use than a dashboard. The two also answer different questions: the Bastion's own HUD still carries a mission panel for exact task status.
Agents becomeCharacters you recognize
Handoffs becomeLight you can follow
Workflow becomesA route through a building
Approval becomesA moment you act on
Sector03Direction
Creative direction

The glass machine inside the brick fortress.

The world is built on one big contrast. Outside, an old industrial fortress that time forgot. Inside, a future workplace where AI agents collaborate.

That contrast isn't only for drama. It says what the project is about: a new way of working together is quietly forming inside the shell of the old one. Drag the door to walk through.

Outside: the red-brick bastion in a storm Inside: the arrival corridor leading to the glowing Intelligence Core
The outsideRed-brick bastion
The insideAI sanctuary

Outside: old red brick, steel beams, industrial pipes, a storm, wet ground and amber light. It feels heavy, worn, almost abandoned.

Inside: clear glass, precise equipment, stacked workspaces, holographic data and agents at their stations. The old factory stays visible: brick piers, steel trusses and the crane are still there.

Sector04Design DNA
Design DNA

The language of the Bastion.

One system runs through the building, its interface and this page. Five decisions carry it: three typefaces with fixed jobs, a palette that keeps agent colour for identity, six materials, a square-cornered HUD, and motion that always reports a state.

A

Typography

Three faces, three jobs. They never swap roles.

Audiowide · DisplayAaRed-Brick Bastion

Headings, the wordmark and station names. Wide and engineered, like lettering stencilled on plant.

Electrolize · Interface and bodyAaBuilder wants to change a draft

Paragraphs, labels and controls. Technical without being cold, and readable at 11px.

Doto · Technical numerals062.26 MB · 1:09 · 03/06

Sector numbers, counters and timecodes. A dot matrix that reads as instrumentation.

These three are the editorial layer you are reading and the direction for the product. Inside the 3D build, the HUD still runs on a provisional system sans; the final typeface is not in yet.

B

Colour

Warm and heavy outside. Cool and precise inside.

Industrial amber#FF8A1FAlerts, actions and the system's own voice.
Weathered brick#A2442BThe shell. History, weight and warmth.
Graphite black#0B0D13Structure, machinery and every HUD surface.
Ceramic white#E8ECF5Agent pods, bot shells and primary text.
Holographic cyan#72E4FFThe Core, data and anything projected.
Lead#F4BE55Gold · level bars
Research#4A9EFFBlue · round lenses
Content#B477FFViolet · upward arcs
Designer#42D8C5Teal · diamonds
Builder#7ED957Green · square pixels
Reviewer#FF5964Red · slanted slits

The rule that keeps the building from turning into a rainbow: agent colour marks identity and state only. Eyes, trims, a station's accent line, a handoff in transit. Never a wall, a floor or a room. Each agent also has its own eye shape, so they stay distinguishable without colour.

C

Materials

Old factory kept in view; glass and light built into it.

MAT-01Weathered brickPiers at full height. It makes the place feel found, not rendered.
MAT-02Smoked glassStudio fronts and balustrades. You see the work before you reach it.
MAT-03Ceramic whiteGlossy shells for pods and bots, held just under the bloom.
MAT-04Graphite metalTrusses, decks, consoles. The quiet background.
MAT-05Brushed titaniumA painted grain, so highlights stretch along the brush.
MAT-06Recessed lightCoves, strips and seams. Seven real lamps; the rest is painted.
D

HUD components

Industrial precision: solid surfaces, square corners, one accent.

Simulated demonstrationKILN & CO · launch landing page
ContentWorking
Mission panelHUD-01
Idle
Working
Waiting
Completed
Agent statusHUD-02
03 Content07 Delivery
Technical navigationHUD-03
Builder is waiting for youBuilder wants to change a draft
Approval controlHUD-04
Spatial mapHUD-05
04 Designer · stylusRealWritten design direction for Builder.StagedAny imagery at this station.
Context panelHUD-06

These are specimens drawn in this page's system. The components exist in the build: the film in sector 07 shows them in use. Every panel there is a near-solid surface whose contrast does not depend on blur, and nothing is set below 11px.

E

Motion language

Nothing moves for decoration. Each motion reports something.

Character decodeText resolves out of amber glyphs when it arrives or changes. The signature of the system. Tap to replay.
Subtle scanningA slow line across a panel or a form: this is being read right now.
Agent state feedbackSteady at rest, a pulse along every strip while working, a breath toward white when it needs you.
Data handoffWork leaves one station as a labelled light and arrives at the next. The route stays lit behind it.
Holographic motionSlow rings and turning forms round the Core and the projected models. Always slower than the work.
Cinematic transitionsTwo door leaves, one continuous camera move from storm to Sanctuary. Eased in and out, never cut.
Sector05Space
Spatial architecture

The building is the workflow diagram.

The rooms sit in the order the work happens. You come in from the storm, pass one door and arrive under the Core. The five makers work in chain order round the atrium, Lead commands from the deck above them, and the runway waits at the far end of the axis you walked in on. Follow the visitor's path, or pick a level in the section.

YARD GATE 01 → L02 · MISSION COMMAND L01 · AGENT STUDIOS L00 · CENTRAL SANCTUARY RUNWAY
Level 00Level 00: the Central Sanctuary with the Core and the visitor briefing
Level 00

Central Sanctuary

The floor of the atrium. The Core hangs above it, your own console stands in front of it, and the stairs to both upper levels start either side of it.

Why it's hereYou arrive under the Core, where every route crosses. The first thing you see is the centre of the system and your own place in it.
Sector06Agents
Agent identity

Six agents. Six distinct environments.

I didn't want six robots that only differ by colour. They share one lightweight body and one design language, but each has its own eye shape, one accessory, a station built as architecture around its job, and its own way of working at it. Pick one below, use the arrows, or press 1 to 6.

Agent select
In the mission

Agent summary

StationCommand Nexus
Level02
Pipeline step01 / 06
ReceivesThe brief, from you
Hands off toResearch
OutputMission plan, then the team summary
01 · Command NexusLead Bot at the Command Nexus on Level 02
Agent 01

Lead · Command Nexus

A horseshoe console under a three-ring halo on Level 02. Lead turns the brief into assignments, opens the workflow and writes the team summary at the end.

PlanningAssignmentsTeam summary
Workstation

A horseshoe console, a halo of brushed titanium in three rings and a globe of light with the team in orbit. Its wall is the only one drawn from the mission itself.

Behaviour

Carries the Mission Orb low at rest. Raises it, watches it and reaches across to adjust it while planning. Holds it out to you when a decision is waiting.

Real and staged

RealTurns a request into assignments and writes the final team summary.

StagedThe thinking pause before the plan. TeamBot has no thinking state.

Profile
Portrait of Lead Bot
IDTB / 001
RoleProject lead
SignalGold
EyesLevel bars
CarriesOrbit ring, Mission Orb
StudioLevel 02

The station images are key art: the renders I art-directed the build toward. Press "Watch at work" for the build itself: real-time recordings of the 3D canvas, where one procedural controller animates all six agents.

Sector07Mission
Mission journey

From watching to understanding.

Genesis Sandbox isn't a 3D exhibit. You walk in, open the map, inspect any agent and follow one mission from the gate to the runway. Twice, it stops and waits for you.

Two ways to see that here. The film shows what it feels like: 44 seconds recorded from the running build. The playback underneath explains the logic: the same mission, step by step, with each beat marked real or staged.

Experience film
Real capture · no sound
Exterior 0:00 / 0:44

Recorded on 11 October 2026 from the running build in Chromium on an Apple M4, at 1920 × 1080. It was captured frame by frame at 30 fps and plays at real speed. Both decisions are real clicks on the real buttons. Straight cuts with a fade at each end. No sound, no generated footage, no retouching.

What happens in the film
  1. 0:00Night and rain. The red-brick works, its lit Team Bot HQ sign, and the title screen offering "Enter the Bastion".
  2. 0:02The camera crosses the wet yard toward the one glazed door.
  3. 0:05The door leaves slide open. A brick tunnel with amber strips gives way to white light, and the Core appears ahead.
  4. 0:11Inside the Sanctuary: three levels of glass and steel round the hung Core.
  5. 0:13Lead at the Command Nexus on Level 02, planning the mission.
  6. 0:15A packet of light labelled "Research brief" travels to Research's studio, and Research starts work.
  7. 0:18Content, then Designer, then Builder at work in their studios, seen from the atrium.
  8. 0:24Reviewer records a blocking finding. A red packet travels back to Builder.
  9. 0:26Builder waits. The card reads "Builder wants to change a draft". "Allow once" is clicked.
  10. 0:30Lead reports that the final package is ready. "Approve delivery" is clicked. This gate is staged: TeamBot has no final delivery gate.
  11. 0:32A cargo case rides a rail out of the building and across the apron to the aircraft.
  12. 0:35The case is drawn into the cargo bay and the hatch shuts.
  13. 0:38The aircraft lifts off under a "Demonstration flight" label.
  14. 0:43The finale card: "Delivered to you". Nothing was deployed, published or sent.
Mission playback

A simulated mission for a fictional client, Kiln & Co. It follows the Sandbox's own demo script: the same chain, the same finding and the same two decisions. Answer both yourself to unlock the runway in Agent Select.

Mission stage view
Timeline preview · you have not made this decision
Mirrors real TeamBot workflowPress play to start the mission.
0:00
What's real?

Four kinds of truth, kept apart.

The demo is persuasive, so it has to be labelled. Everything a visitor sees belongs to one of four categories, and the build says which, on the HUD and on the stations themselves.

Real patternA step TeamBot really performs: Lead assigns, tasks hand off, Reviewer records findings, an agent asks permission. Shown with fictional content.
Simulated contentThe client, the brief, the research notes, the page and the finding. Kiln & Co does not exist and no TeamBot run produced this.
Presentation onlyThe thinking beat, the automatic send-back to Builder, the final delivery approval and the aircraft. Nothing is deployed, published or sent.
Live · read-onlyLive Project mode reads agent status, the plan, handoffs and pending decisions from a TeamBot app on the same computer. It can only read. Decisions are made in TeamBot.
WASDwalk1to6agentsSpaceplayBbriefing· drag to look
Live · read-onlyLive mode reading a stand-in project: Research working, the rest up next
A stand-in project served locally to exercise Live mode. It has not yet been run against the real TeamBot app.
Sector08Evolution
Design evolution

From robot showroom to AI workstudio.

This didn't come out right on the first try. The build went through sixteen documented passes.

A round robot showroom

The first Sanctuary was a circular hall with six agents arranged around the Core. It showed the characters and the tasks, but it felt like a display, not a place where work happens.

A correct layout doesn't mean the space is designed.

A

Spatial architecture

Before · V1Version 1: six agents on ring platforms arranged in a circle round the Core, in one dark room
After · current buildCurrent build: a three-level glass and steel atrium inside brick piers, with the Core hung from the roof
What was wrong

Six stands on a circle read as a robot showroom. Every agent was on display and none was at work. There was nothing to walk to, and where an agent stood told you nothing about its place in the workflow.

What I decided

Rebuild it as one brick hall on three levels round an open atrium: studios flush with the atrium edge, Mission Control on a deck above, the Core hung from the roof. Walking replaced orbiting.

B

Workstation design

Before · V2 · ContentVersion 2: the Content bot behind a plain dark desk lettered 03 Content, in a brick room
After · current build · ContentCurrent build: Content in a white vaulted capsule with floating idea, script and storyboard panes
What was wrong

The V2 studios had a desk and a screen each. Correct, and generic: a desk says nothing about the job, and the six stations differed only by colour.

What I decided

Build each station as architecture. I took the Designer pod first, approved it as the quality benchmark, then had the other five built to that standard on shared parts, each with its own silhouette.

C

HUD readability

Before · V1Version 1 HUD: translucent rounded panels and pill-shaped controls with small grey text over the scene
After · V8Redesigned HUD: solid square panels, a segmented progress bar, a timeline of square nodes and brighter text
What was wrong

Panels were 72 to 86% opaque, leaned on blur, used rounded pills and set mid-grey text at 9.5 to 10.5px. Over a bright atrium the mission card could not be read.

What I decided

One solid surface at 95% opacity, three text colours, square controls on a 3px radius and nothing below 11px. Measured against a pure white scene: primary text 15.6:1, secondary 9.6:1.

The "before" images are the small captures saved at the time of each pass (800 × 500), shown as they were recorded.

04 · Spatial Design PodThe Designer's curved spatial design pod behind glass, with holographic models and material samples
The turning point

The Designer pod set the standard.

It was the first station where shell, console, materials, light and a projected model worked as one object: a wall and canopy in a single sweep, a black-glass control surface, a ribbon form with a scanning plane. Once it held up, I stopped accepting desks. Every other station had to reach the same standard with a different structure.

Art direction

Concept target, then the build.

Concept render of the entrance The entrance as built, captured from the running build
Concept renderThe target
WebGL captureWhat's built

Taken from the render: the lit brick, the glazed door, the lanterns, the banner, the sign and its spheres. Left out: the taglines and the lettering on a distant tower. Still short of it: the wet ground shows painted streaks, not true reflections.

I art-directed with concept renders and had the stations built toward them in real-time WebGL. The renders are targets, not screenshots, and the build does not match their fidelity. What I refused to carry over matters as much as what I kept.

Sector09Build
Technical execution

A believable world, in a browser tab.

Genesis Sandbox runs live in Three.js and WebGL as a static site with no backend. Almost everything is made in code: geometry is built from numbers and textures are painted at load. One asset comes from Blender.

Genesis Sandbox is built with
Three.jsWebGLTypeScriptViteBlenderGLBAI coding agents
It reads from TeamBot, which runs on
Next.jsSQLiteLocal, single user
01

Procedural architecture

The whole interior is generated from one floor plan and merged into one mesh per material, about a dozen in all. Rain is a single draw call; windows, skyline and runway lights are instanced. The six stations share one parts kit and one light system that costs two draw calls per station, however many lights it shows.

1 floor plan~12 interior meshes7 real lamps
02

The aircraft: Blender to GLB

The one piece that needed real industrial modelling. A Python script builds it in Blender from numbers: subdivision surfaces for hull, wing and nacelles, with paint, panel lines and ambient occlusion baked into a single 2048 atlas. It loads lazily and a simpler in-code aircraft stands in until it arrives. Tilt, rotors, lights and take-off are driven in code.

2.26 MB58,628 triangles1 atlas
03

Agent animation

No rig and no keyframes. One controller maps an agent's mission state to a behaviour (idle, working, waiting, completed), cross-fades between them and returns a pose of fifteen numbers. What is particular to an agent is a small performer on top. The thinking pose plays in the demonstration only: a live agent is never shown thinking, because TeamBot has no such state.

1 controller6 performers0.014 ms / frame
04

One clock, no drift

The demo is a pure function of time: the script plus a clock produce the whole view. Pause, speed, replay and scrubbing cannot fall out of step, and the delivery sequence can be sought to any moment and restored. A decision holds the clock until the visitor answers; saying no stops the mission with a plain explanation.

45 scripted events123.2 s2 decisions
05

Live data architecture

Two sources, one shape. A local TeamBot is read through a proxy that refuses everything except GET, and its saved records are projected into a mission view. The simulated mission is derived from its script into the same mission view. The world and the HUD only ever see that view, so they cannot tell the sources apart and have no way to write back. Live mode never plays the take-off and never answers a decision.

TEAMBOTlocal app · Next.js · SQLiteREAL · SAVED RECORDS DEMO SCRIPTdemo-mission.jsonSIMULATED · LABELLED MISSION VIEWone shape for both SANDBOX3D world + HUD GET ONLY SCRIPT + CLOCK NO WRITE PATH

Performance, as measured

Frame time per view after the final lighting pass. Apple M4, 1440 × 900, measured in a hidden browser pane with each frame forced to finish on the GPU.

ViewFrame timeDraw calls
Builder station10.2 – 10.9 ms255
Designer station10.9 – 11.5 ms308
Research station11.3 – 11.6 ms465
Reviewer station11.7 – 12.0 ms381
Lead station12.2 – 12.6 ms644
Content station11.0 – 12.9 ms430
Wide atrium17.3 ms1,769

These are frame times in a pane that was not on screen. They are not an observed frame rate, and I don't quote one. Two runs of the same view differed by up to 1.9 ms. Not measured yet: phones, 2× displays, other browsers and weaker GPUs.

Decisions and tradeoffs

Cost followed pixels and lamps, not geometry. Each real lamp cost about 1 ms a frame at 2560 × 1600, so the interior went from twelve lamps to seven and the rest of the light is painted.
No shadow maps. Contact with the floor is carried by rings, glow and soft painted shadows.
The mirror floor is a second, small render. It turns off when the floor can't be seen or the quality steps down.
Bloom runs at half resolution, and gloss highlights are held under its threshold so they don't flare.
Pixel ratio is capped at 2. If frames run long for a few seconds, the build steps down once to 1.25 and stays there.
A bot that wasn't drawn last frame is animated one frame in four. A station too far away to draw is not animated at all.
Runway · holdThe aircraft waiting on the rainy runway next to the brick building
Runway · taxiThe aircraft from behind with Team Bot HQ printed on the fuselage
Runway · lift-offThe aircraft lifting off over the runway: mission delivered
The delivery is a metaphor. In TeamBot, delivery means the files are saved and viewable.Runway 01
Sector10Outcome
Outcome

An AI system you can walk through.

A complex multi-agent system became a place: you enter it, meet six agents at their stations, watch one task travel between them, and make the two decisions that only a person can make.

It changed how I think about AI product interfaces. When a system gets more complex, the reflex is more lists, more cards and more dashboards. Space, motion, character and environment turned out to be another way in. That is still a hypothesis to test, and now there is something real to test it with.

What was built

  1. 01
    A walkable 3D environmentYard, three interior levels and the runway apron, on foot, with collisions.
  2. 02
    A three-level SanctuaryOne brick hall round an open atrium, with the Core hung from the roof.
  3. 03
    Six specialised agent stationsEach built as its own piece of architecture on a shared kit.
  4. 04
    An interactive missionOne clock with play, pause, speed, scrubbing, replay and autopilot.
  5. 05
    A procedural animation systemSix bots whose behaviour follows their mission state.
  6. 06
    Two human decision pointsThe mission holds until you answer. Saying no stops it.
  7. 07
    Read-only Live Project modeThe same view, driven by a local TeamBot through a GET-only proxy.
  8. 08
    A delivery sequencePackage, rail, cargo bay and take-off, labelled as a demonstration.
  9. 09
    Orientation toolsA visitor briefing, a spatial map and a "What's real?" panel.

What was validated

  • 31 of 31 unit tests pass, with a clean typecheck. Re-run on 11 October 2026. They cover the mission script's labels, the timeline, both decision gates, the deny paths, the live projection and walking routes.
  • A full mission runs clean in the browser. The film on this page was recorded from one continuous run, with both decisions clicked, and logged no console errors.
  • Seeking holds up. Jumping to any moment of the delivery restores the package, the bay door and the aircraft.
  • Live mode works against a stand-in server: reported states map to behaviours, nothing is shown thinking, and the decision card has no buttons.
  • Frame time is 10 to 13 ms on station views and about 17 ms on the wide atrium, on an Apple M4 at 1440 × 900.
  • HUD contrast was measured against a pure white scene: 15.6:1 for primary text.

Not validated yet

  • No user testing. Whether the space is easier to understand than a dashboard is untested.
  • The real TeamBot app. Live mode has only met the stand-in fixture.
  • Real phones, Safari, Firefox and weaker GPUs.

Project questions

Inside Genesis Sandbox

What is Teambot HQ–GENESIS SANDBOX?

Genesis Sandbox is a walkable 3D AI workstudio designed by Yuya. Six specialist agents occupy individual studios around a shared Core, making a mission’s progress, handoffs, revisions, and human decision points visible in space.

What did Yuya design and build?

Yuya led the concept, creative direction, UX/UI, 3D experience design, and AI-assisted development. The result includes a three-level environment, six agent stations, an interactive mission, a read-only Live Project mode, and a demonstration delivery sequence.

How does the multi-agent workflow work?

Lead plans the mission, then Research, Content, Designer, Builder, and Reviewer contribute their specialist work. Visible handoffs connect the stations. A review finding can send work back to Builder, and the demonstration pauses for human decisions before continuing.

Which technologies power Genesis Sandbox?

The experience uses Three.js and WebGL. Most geometry is procedural and textures are painted at load; one asset comes from Blender. The separate local TeamBot application uses Next.js and SQLite, with a GET-only proxy for the read-only Live Project view.

Is the demonstration connected to real AI agents?

Demo mode runs a labelled, scripted mission. Live Project mode is designed to read state from a local TeamBot application, but has only been validated against a stand-in server. The final delivery approval and aircraft sequence are staged demonstration elements; the experience does not publish or send work.

Has the spatial interface been tested with users?

No user testing has been completed. The case study documents technical checks and a recorded mission run, but whether the spatial interface is easier to understand than a dashboard remains an untested design hypothesis.

Sector11Reflection
What I learned

Three rules I'm keeping.

01

Space has to explain something

My first Sanctuary put six bots on a ring. It rendered correctly and explained nothing. It only started working when position carried meaning: makers in chain order, Lead above them, delivery at the far end of the axis you walk in on. Now I ask of every room what it tells you that a label couldn't.

02

Quality comes from art direction

AI coding agents had a working prototype running in a day. That was the easy part. The work that made it mine was sixteen rounds of looking and deciding: rejecting the showroom, holding every station to the Designer pod, sending back reflections that were too sharp and a HUD I couldn't read.

03

A great demo stays honest

My own concept renders said Publish, Deploy and Approve. TeamBot does none of those, so the build doesn't say them either. Reviewer's wall reads "a person decides", and the aircraft flies under a Demonstration label. The limits made the piece more believable, not less.

Make something imaginative. Respect the real product's limits.

Explore the system

TEAMBOT HQ–GENESIS SANDBOX

Genesis Sandbox/Build. Create. Explore.
Team Bot HQ · Genesis Sandbox · The Red-Brick BastionConcept, creative direction, UX/UI, 3D experience design: Yuya2026