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● Investor brief · ConfidentialMagnific-ready

Players generate the game.
GameGen is the engine.

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.

▶ one prompt → a playable unit · the full pipeline, real capture
▶ the real game · live gameplay, captured from an earlier build
01 · The opportunity

AI generation sells to studios.
The market is players.

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.

Today · studios~thousands
Doctrine­Strike · players100s of millions

Same model, orders of magnitude more users, the moment generation becomes a game mechanic.

Not another AI-generated game

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.

A genre with room for a platform

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.

02 · The proof

AI art that lives inside the game.

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.

bodybody
rotorrotor · spins
gungun · auto-aim
missilesmissiles · fire
→ each part generated on-spec, then assembled into one rigged, combat-ready unit
Live capture · the Multipart Builder turning static art into a combat-wired unit
behind the scenes · the real pipeline forging a unit end-to-end, inside the engine (loads trimmed)
you type: "soviet tank" engine sends: "soviet tank, three-quarter view, flat cel-shaded, turret forward, isolated"
The author describes the subject; the engine assembles the style, role and framing, so nothing drifts off-model.
03 · The business model

Player-creators already make billions.

The 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.

The Epic playbook, but the skins are generated.

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's Item Shop · a fixed catalog of studio-made skins players pay for · we make it infinite & player-generated
Fortnite Item Shop featuring skins and emotes with V-Bucks prices
$26B+

Fortnite revenue since launch, almost all of it cosmetics.industry estimates · directional

$0

Price of the game. Free-to-play, funded entirely by skins & the battle pass.

~1,900

Skins in the catalog, every one hand-made by Epic's art team.

THE OLD WAY fixed catalog ends at ~1,900 skins, ever THE NEW WAY generated a new one every prompt
$1.5B Roblox creators '25 $900M+ Fortnite/UEFN since '23 $500M+ Minecraft mktplace*
*third-party estimate
25 yrs

Built on the modding king

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.

21M+

The appetite is proven

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.

▶ YouTube · #wherewindsmeet “face scan” · one feature, clip after clip in the tens of millions
YouTube Shorts of the Where Winds Meet face-scan feature, each with millions of views (11M, 21M, 21M, 3.1M, 5.3M)

Three revenue lines, all denominated in credits.

Player buys Magnific credits ⬢ Magnific generates a unit · skin · faction $ Play · share · resell in the marketplace ⬢ Re-generates tweak · remix · retry $ ↺ every remix, resale & new game is another paid generation
▶ the DoctrineStrike Player Market · at launch, concept in the game's UI · every listing is a prompt, every purchase re-generates on Magnific
DoctrineStrike Player Market concept: a grid of player-created units with credit prices, upvotes and a Regenerate button on each card

The in-game currency is Magnific credits.

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.

In the build today

Players pay to create

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.

At launch

Marketplace take-rate

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.

The roadmap

More games, more calls

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.

$7.2B

GenAI-for-3D by 2029, up from $1.9B in 2024 (~31% CAGR).The Business Research Company · directional

~$24B

UGC-gaming market by 2032, the category GameGen sits inside.6Wresearch · directional

Cents each

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.

04 · The new market

From developers to players.

DoctrineStrike ships an in-game Level & Faction Editor where players generate their own tanks, units and entire factions, behind a Magnific sign-in. Every creator-player becomes a Magnific user: modding turned into one click, a community turned into thousands of player-made units and factions.

01Prompt itin the workshop
02Magnific generatesrigged · on-brand
03Play itseconds later
04Share & sellmarketplace
05Others remixnew generations
↺ every pass through the loop runs on Magnific

The prompt exchange: sharing is free, owning it costs a generation.

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.

SHARE LANE · FREE One player posts prompt + result shot doctrinestrike.com hub ▲▼ votes · Reddit-style feed 1,000 players copy the prompt $0 · text + images only to own it, each one runs it OWN LANE · PAID ⬢ Magnific generates 1,000 fresh runs $ 1,000 armies field the unit ↺ remixes return to the hub as new prompts 1 upload · 0 free downloads · 1,000 paid generations
▶ the prompt exchange hub · concept in the game's UI · browsing and voting are free, RUN PROMPT is a paid Magnific generation
Prompt Exchange concept: a feed of player prompts with upvotes, unit thumbnails, authors and a Run Prompt button priced in credits

A skin is one generation. A faction is hundreds.

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

Player-generated Ukrainian main battle tank with pixel camouflage and blue-and-yellow flagOplot · Ukraine
Player-generated Brazilian main battle tank with jungle camouflage and Brazilian flagOsório · Brazil
Player-generated Mexican main battle tank with tricolor stripe and golden eagle emblemJaguar · Mexico
Player-generated Indonesian tank with tropical pixel camouflage and Garuda emblemHarimau · Indonesia

One more run each and the faction has a face · emblem and key art, same pipeline, same style as the game's official factions

Ukraine player faction key art: falcon and trident emblem over storm-lit wheat fields with tanks and drones
UKRAINEHold the line
Brazil player faction key art: jaguar emblem over a jungle river with advancing tanks
BRAZILThe jungle fights with us
Mexico player faction key art: golden eagle emblem over a desert plateau with an armored column
MEXICOFast · fierce · everywhere
Indonesia player faction key art: Garuda emblem over a volcanic archipelago amphibious landing
INDONESIATen thousand islands, one army
Captured live this week · in-engine, unedited · every clip below
▶ two live edits · paint a flag & number, then reshape the turret to twin cannons · one prompt eachthe big one
▶ type “make it look like Trump” in the prompt → the unit restyles, in-buildlive · in-engine
▶ prompt a weapon → generated, auto-rigged & baked onto the unit · one click, mid-matchlive · in-engine
▶ swap a single part · truck → BBS wheels, just because you canlive · in-engine
▶ don't like it? one-tap revert, then try againsafety net
▶ the player-facing editor · “Edit with Magnific” scene, inside a real buildplayer build
05 · The moat

Player content that never breaks the game.

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.

▶ real capture · the AI referee catches an off-spec prompt and rejects it · in-engine, unedited

Everyone else Raw generation

  • Drifts off-style at random scale and breaks the game.
  • Moderation bolted on afterwards; NSFW / IP leaks.
  • You get a “mesh,” not something playable.

DoctrineStrike Constrained generation

  • Slot & role rules → always fits, always on-brand.
  • Forced style + role = moderation built in, no extra filter.
  • You get a rigged, combat-wired unit.
player types: "a flying tank with wings" (in the TANK slot) engine locks: role = ground vehicle · tracks · turret · house style result: an on-brand tank · the off-theme part never renders

Auto-rig & snap

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.

Player-safe controls

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.

An AI referee on every output

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.

Balance-locked stats

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.

06 · The showcase

A finished game, powered by GameGen.

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 · EU
190+

Playable units and buildings generated, plus every icon, projectile and prop. 6 factions, one style.

1 click

Prompt → playable unit, fully automated. Built for Magnific as the default backend: drop-in, no rebuild.

Live

Working demo and full walkthrough: this site, plus the in-engine editor.

Ready for⬢ MAGNIFIC
07 · The Magnific partnership

Magnific drops in: one setting.

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.

STATUS introduced by Magnific's own engineers · meeting with Freepik corporate in scheduling STAKE the launch mode rides on that meeting: sponsored free-to-play, or premium

Drop-in backend

Magnific's model becomes the generation engine of a launch-ready RTS. Integration is one asset in the Workflows library, not a project.

“Made with Magnific”

Like “Made with Unity”: a credit on a real published title (store page, trailers, credits). Proof that your tech ships finished games.

On-brand by default

Style injection keeps every image Magnific returns on-model, which means fewer retries and a lower cost per asset.

TODAY AFTER ONE SETTING Text→Image: GPT-Image-2 → Magnific Image→Mesh: Tripo 3.1 → Magnific Verification: Claude Sonnet · unchanged
Each slot is wired and waiting. Flip it to Magnific and the finished game runs on Magnific's model.
● The round

Own the engine of the first generative game economy.

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.

NOW finished, playable build · final polish OCT 2026 Steam Next Fest · first public demo LAUNCH the mode rides on the Magnific meeting: free-to-play sponsored by Magnific, or premium without

The round funds three things:

Launch
Ship the free-to-play

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.

Creators
Seed the creator economy

Seed credits for the first thousand creators, with the prompt exchange and the player market live at day one. Liquidity first, take-rate second.

Reach
Fill the funnel

Wishlist campaigns, creator collabs and the co-marketing push with Magnific. Two people build the game; the round buys the megaphone.

MAGNIFIC PUTS IN the backend · one setting the runway · sponsorship the reach · co-marketing WE SHIP DoctrineStrike, free-to-play players create on Magnific's model factions · skins · prompts MAGNIFIC GETS BACK $ on every generation the gaming vertical, first every studio that follows $ ↺ the loop compounds: more players, more generations, more studios

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.

▶ the partnership, as every player will see it · Magnific at the door of the workshop · concept in the game's UI
DoctrineStrike workshop access screen concept with a large Sign in with Magnific button and a Buy Credits button

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.

Isidro Quintana
Isidro Quintana
CEO · AI agents · marketing

CEO of Triple O Games and an AI-agent builder himself. Runs brand, community, Steam and the investor side.

LinkedIn ↗
Aziz Mezni
Aziz Mezni
CTO · engine · AI pipeline

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.