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

DEVLOG_SYSTEM

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

THE WHY

Researched how Anthropic's "Fable" builds 3D web scenes: a stage shell (lighting, soft shadow, orbit, auto-framed camera, export toolbar) plus a plain model module that only writes geometry. Naming every mesh and material is the export contract. We copied the discipline, not the dependency graph.

THE BUILD

The LAZEBOT mascot, rebuilt 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. All client-side — and yes, you can export it. OBJ + MTL and GLB, generated in the browser, named meshes and materials kept for Blender.

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.

THE DEBT

Rad-Mobi-El's card has no screenshots yet, which is itself the most honest thing on this page. A game without screenshots is a promise. The promise stands; the pixels are coming.

[ 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

Four projects, all at different maturity levels:

RAD-MOBI-EL — RACING / ARCADE RACING | 70% done. F1 Pole Position vibes on iOS. Traffic dodging, sunset chases, turbo boosts across 10 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.

PROJECTS

[ RAD-MOBI-EL ]

RACINGARCPENDING_PIXELS: 10 LVL

An F1 Pole Position inspired arcade racer. Race 10 levels, avoid the traffic, take the boosts, catch the sunset. Built for the pocket-sized speed of iOS.

PLATFORM: iOS  |  STATUS: 70% COMPLETE  |  NOTE: SCREENSHOT DROP INBOUND

[ 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