[ LAZEBOT STUDIOS ]
EST. 2026  ·  HAND-BUILT  ·  ZERO FRAMEWORKS  ·  ONE LIVE BOT
> STATUS: SYSTEMS ONLINE
> PORTFOLIO_LOADED = [ "ASTRALNAUGHT", "KEYFALL", "OP DEEP SILENCE" ]
> WEBGL = ACTIVE  | RENDERER = THREE r184 (local, no CDN at runtime)
> HINT: DRAG TO ORBIT · WHEEL TO ZOOM

DEVLOG_SYSTEM

[ ENTRY_LOG_02 ] — "HERO_BOT"
> TIMESTAMP: 2026-09-17 > STATUS: LIVE_RENDER_ACTIVE

THE WHY

A games studio site with a mascot slot and no mascot is a placeholder, not a presence. So we built one. Not an image, not a loop — a live 3D bot, standing on the page, that you can grab and turn over in your hand.

THE BUILD

The LAZEBOT mascot, built in three.js from primitives. Helmet, horns, red eye with phosphor visor bars, the chest reactor glowing in site green, the cobalt bolt in one hand, the weapon in the other. A stage shell around it — studio lighting, soft shadow, orbit, auto-framed camera — all client-side.

three@0.184.0 pinned locally (vendor/) · no CDN at runtime · no framework, still — one module graph, self-contained, drop-deployable to CF Pages with the rest.

[ ENTRY_LOG_01 ] — "BUILD_DAY_ZERO"
> TIMESTAMP: 2026-07-11 > STATUS: TRANSMISSION_ACTIVE

THE_BUILD

The Lazebot Studios website went from zero to deployable today. Not just a template — a full hand-built static site, pixel-by-pixel of terminal-green CRT aesthetic. Scanlines, blinking cursors, the works. Raw HTML + CSS + vanilla JS. Zero frameworks, zero dependencies.

Because some things shouldn't need a framework to exist.

THE_GAMES_ON_DISPLAY

Three projects, all at different maturity levels:

ASTRALNAUGHT — MICRO MOON MAYHEM | 85% done. Lunar module simulator. Land from pad to pad across tiny spherical moons with finite fuel and gravity that treats Newton like a suggestion.

KEYFALL — PIANO PRACTICE / 3D FALLING NOTES | 55% done. SceneKit + Core MIDI pipeline, live sync, accuracy tracking.

OPERATION DEEP SILENCE — WWII SUB WARFARE / UE5 | Prototype. Niagara ocean surface, torpedo targeting, depth-based buoyancy.

WHATS_NEXT

Press kit launch by end of week. Devlog format still undecided — this draft proves there's value in having someone who understands both the tech and the creative intent.

[ ENTRY_LOG_03 ] — "SENTINEL_ARRIVAL"
> TIMESTAMP: 2026-09-18 > STATUS: LIVE_RENDER_ACTIVE

THE WHY

The procedural bot was a demo of discipline. What this page needed was a mascot with a face — a Cybernetic Sentinel, generated in Meshy 6: 371,927 vertices, 743,894 triangles, one baked albedo. That is seven times the polygons of everything we had ever shipped. It went in the archive, the web build got its own copy, and the 2D hero image finally became a true fallback.

THE BUILD

Built it as a self-contained glTF 2.0 binary — 22 MB, geometry and texture inside one file, no fetches, no runtime dependencies. The Meshy albedo has its lighting baked into the map, so it renders unlit (MeshBasicMaterial) with the map as the only surface data — the red eye, the cobalt hand, the armor all read straight off the texture. Zero-CDN rule held end to end.

The model is on display only — TAKE_HOME has been pulled from the page. The bot stays at the studio. That is a product decision, not a tech limitation.

PROJECTS

[ ASTRALNAUGHT ]

MICRO_MOON_MAYHEMLUNAR_PHYSICS
AstralNaught screenshot 1
1 / 4

GAMEPLAY

Cockpit of a precision Lunar Module. Objective: land from pad to pad across small, spherical moons. Fuel canisters are finite, gravity is a suggestion, and navigation is a math problem with thrusters.

CORE_SYSTEMS

  • Procedurally generated lunar terrain across 6 bodies
  • Precision thrust vectoring and fuel management
  • Apollo-era LM variants: Eagle, Intrepid, Aquarius
  • Token economy progression system
PLATFORM: macOS / iOS  |  STATUS: 85% COMPLETE

[ KEYFALL ]

PIANO_PRACTICE3D_FALLING_NOTES
KeyFall piano practice tool screenshot

GAMEPLAY

A 3D falling-note piano practice prototype for serious beginners and intermediate players. Connect a MIDI keyboard, watch your playing sync in real time, track accuracy, generate your own exercises.

CORE_SYSTEMS

  • SceneKit 3D keyboard + falling note renderer
  • Core MIDI live input / output pipeline
  • AVAudioEngine playback with tempo mapping
  • Demo songs, generated exercises, accuracy scoring
PLATFORM: iOS Native  |  STATUS: 55% COMPLETE

[ OPERATION DEEP SILENCE ]

WWII_SUB_WARFAREUE5
Operation Deep Silence submarine concept art

GAMEPLAY

WWII-era submarine warfare on Unreal Engine 5.7. Navigate the ocean floor, physics-driven buoyancy, torpedo targeting against ASW patrols. Ocean surface from Niagara VFX.

CORE_SYSTEMS

  • Unreal Engine 5 Niagara VFX ocean surface generation
  • Underwater post-processing: depth fog, lighting
  • Physics-driven submarine dynamics + buoyancy
  • Torpedo targeting and stealth vs ASW patrols
PLATFORM: macOS / Windows  |  STATUS: PROTOTYPE PHASE