A stylized animal-folk MMO

Briarlands

Fifteen animal peoples, three factions, one great oak at the heart of the world. This is a short tour of what exists today: the Fernshade look slice, the world explorer and its tree city, every race, the combat and animation, and the painted interface. Everything here was captured from the running game.

Maps

Fernshade Vale is the first place built to the finished quality bar: a forest road, a Packlaw waystation behind a palisade, a river crossing and an old stone ring. The world explorer is the earlier layout tool for the whole world: flat colours and simple shapes, but every region, road and building in place, including Rootspire, a city grown into a single tree.

Fernshade from the air, part 1: the road and the gate0:31

Down through the conifers to the arrival road, along it to the wolf-head gate of the palisade, and up over the gate into Shalewater Crossing.

Part 2: Shalewater Crossing0:30

Round the court: lit lodge windows, chimney smoke, the campfire, the smith at his anvil and the townsfolk, then east over the palisade and low along the road to the bridge.

Part 3: the river and the Mossring0:36

Up the Shalewater river, west over the trees to the Mossring ruin and its braziers, where the Thornback Boar patrols, then up and back over the whole vale.

Through the gate, as a player0:15

Walking in from the gate with the interface on: the zone title, the minimap, the quest tracker updating when Warden Hollis speaks, and a wave and a cheer by the fire.

The continent0:48

The whole continent in the world explorer's layout view, from the southern marshes north over the heartland to the Crown Mountains.

Rootspire0:50

The tree city at the heart of the world: 1,900 buildings in twelve districts on the roots, the trunk and eighteen boughs, with its residents.

A street in Rootspire0:31

A walk at street height through one district, steered with real keyboard and mouse input.

Characters

Fifteen playable races in three factions, each built on one shared card body with its own sculpt, fur, markings and class kit. Every class carries its own weapon, and the weapon decides how the body fights.

All fifteen races0:59

One full turn of every race on the painted dais of the character select screen, each shown in one of the classes it may follow.

Character select0:28

Choosing a hero: races grouped by faction with painted portraits, the class card with its canonical text, fur variants, and the dais.

The portrait set

Painted portraits for every race, used on the select screen and in the unit frames.

WolfPacklaw
FoxPacklaw
SnakePacklaw
BadgerPacklaw
BatPacklaw
CowHerdsworn
Mountain GoatHerdsworn
TurtleHerdsworn
ChickenHerdsworn
SheepHerdsworn
OtterKindled Current
HawkKindled Current
LizardKindled Current
ToadKindled Current
OpossumKindled Current

Abilities and animation

Timing follows a study of classic MMO animation: a run cycle of about 0.6 s with a lean and a flight phase, and a swing built from a wind-up, a snap under 0.2 s, a held hit frame and a recovery. Damage, sparks and sound land on the frame the blow connects.

The Wolf action bar in a real fight0:18

Brace raises a shimmer, so the boar's gores meet a block and then a parry. Heavy Chop alternates the greatsword's two attacks, Rend rakes claws, the Mending Draught fills the cast bar, Shield Bash staggers the boar, Lunge dashes back in, and Howl and Hold the Line send out shockwaves before the boar falls.

The Wolf action bar

Painted ability icons in their slots, keys 1 to 8.

Heavy ChopKey 1
Shield BashKey 2
RendKey 3
LungeKey 4
BraceKey 5
HowlKey 6
Hold the LineKey 7
Mending DraughtKey 8
Every weapon family0:41

Nine families, each with its own stance, two attacks and a parry: two-handed, weapon and shield, one-handed, polearm, bow, dual blades, staff, focus and unarmed.

Defence and reactions0:10

Dodge, the lunge dash, block, a hit flinch layered over the stance, the stun daze, and death.

Emotes0:29

Wave, bow, cheer, laugh, point, sit, kneel, talk and dance, each on a different race.

Walking and running at game speed0:26

A Wolf, a Cow, a Chicken and a Turtle on the arrival road at the game's real speeds: a walk at 3.4 m/s, then a run at 7 m/s with its lean and flight phase.

Creatures

The Thornback Boar is the first authored creature: modelled, rigged and keyed by scripts in Blender, then played in the game through its own clips.

The Thornback Boar0:21

Every clip in its model, on the east road: the idle with its head weave, an idle fidget sniffing at the ground, head-led quarter turns to the left and the right, the walk and the charge covering ground at the speeds they were keyed for, the gore, a flinch and the death.

Interface

The interface is HTML over the 3D scene, dressed in generated ornament art: carved frames, a gilded crest, parchment and wood. It scales down to a phone.

The loading screen0:09

Key art of the waystation, a gilded title, the progress bar and a line of lore, fading into the vale.

The full game interface during the boar fight: unit frames, action bar, minimap, quest tracker and chat
The whole HUD in a fight. Unit frames with portraits, the target frame, the action bar with its crest, the minimap, the quest tracker, nameplates, floating damage and the chat log.
Unit frames
Unit frames. The player and the target with painted portraits, health and Tenacity.
Action bar and crest
Action bar and crest. Eight painted slots with their cooldowns, the Mending Draught cast bar, the briar crest and the experience bar.
Minimap
Minimap. A painted map of the vale in a carved ring, with the zone name.
Quest tracker
Quest tracker. The starter quest with its objectives ticking off.
Chat
Chat. Townsfolk barks, system lines and the combat log.

Effects

Painted effect sprites: the slash, the claws, sparks, the shockwave ring, the brace shimmer, fire and smoke.

Slash sprite
Slash
Claws sprite
Claws
Sparks sprite
Sparks
Shockwave sprite
Shockwave
Brace shimmer sprite
Brace shimmer
Fire sprite
Fire
Smoke sprite
Smoke
Fern sprite
Fern
Banner sprite
Banner

Painted textures

Hand-painted tiling textures for the lodges, the court, the ruin, the ground, the river and the boar.

Log wall texture
Log wall
Bark shingles texture
Bark shingles
Court cobbles texture
Court cobbles
Ruin stone texture
Ruin stone
Fieldstone texture
Fieldstone
Grass and moss texture
Grass and moss
Forest floor texture
Forest floor
River water texture
River water
Banner cloth texture
Banner cloth
Boar hide texture
Boar hide

How it was built

Briarlands is built by one person directing a team of AI agents. Nothing on this page was hand-painted or hand-modelled in the usual sense: every texture, portrait, icon and piece of interface art started as a written prompt, and every 3D model and animation started as a script.

The paintings come from Codex image generation. The environment kit and the boar are built by Python scripts that Codex writes and Blender runs without a window: they model, texture, rig and keyframe each piece and export it for the browser. The characters are procedural bodies built in code, one per race, animated from tables of key poses.

Claude and Codex agents work in parallel lanes, one for art, one for models, one for the scene, one for animation, and hand work to each other through files. Other agents review each pass against a written quality bar, and the game's own test suite runs in a real browser before anything is merged.

These videos were made the same way: capture scripts step the game one frame at a time on the real GPU, so no frame is ever dropped, and ffmpeg encodes the frames.

  1. 1
    Write it downPrompts, site plans and animation timings live as text in the repository.
  2. 2
    PaintCodex image generation paints textures, sprites, icons, portraits, interface ornaments and key art.
  3. 3
    BuildBlender scripts model, rig and animate the kit and the creatures; code sculpts the fifteen races.
  4. 4
    AssembleA three.js client puts the vale, the interface and the combat together in the browser.
  5. 5
    ReviewAgents grade each pass against the bar, fix what they find, and the browser tests gate every merge.