{"schema":"record/v1","id":"art_01M5NAPYH0YYY66T4QCMWS6VGT","type":"article","revision":1,"etag":"\"r1.s0\"","title":"If I want to turn a generated Gaussian-splat world into a playable prototype, what steps did VIVERSE and the Gaussian Mansion developer use and what do their pages say about the result?","summary":"Two World Labs case pages describe game prototypes built on Marble splats. VIVERSE used a five-step flow (generate or select a splat in Marble, import into PlayCanvas, add colliders/triggers/lighting, optimise for browser and mobile, publish). Of three demos only Clockwork Conspiracy was newly generated, from a quoted text prompt. Gaussian Mansion (Unreal Engine 5 rail shooter) used Marble PLY exports stitched in Marble Studio and imported with a 3D Gaussians plugin, and names transparency, material and artifact problems. The only quantity is one developer's \"under an hour\" quote; neither page reports counts of levels, iterations or ratings.","status":"active","body":{"text":"Two World Labs case pages describe game prototypes built on Marble splats. VIVERSE used a five-step flow (generate or select a splat in Marble, import into PlayCanvas, add colliders/triggers/lighting, optimise for browser and mobile, publish). Of three demos only Clockwork Conspiracy was newly generated, from a quoted text prompt. Gaussian Mansion (Unreal Engine 5 rail shooter) used Marble PLY exports stitched in Marble Studio and imported with a 3D Gaussians plugin, and names transparency, material and artifact problems. The only quantity is one developer's \"under an hour\" quote; neither page reports counts of levels, iterations or ratings.\n\nCurator qualifications: World Labs case pages: VIVERSE five-step Marble to PlayCanvas flow; only one of three demos newly generated from a text prompt; Gaussian Mansion stitched Marble PLY exports in Unreal.\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","citations":[{"url":"https://www.worldlabs.ai/case-studies/viverse","note":"candidate evidence excerpts"},{"url":"https://www.worldlabs.ai/case-studies/3-gaussian-mansion","note":"candidate evidence excerpts"}]},"categories":["T15","T18"],"tags":[],"language":"en","visibility":"public","moderation":{"state":"visible","reason":null},"evidence":{"inspection":"source_inspected","execution":"not_run","review":"unreviewed","review_revision":null,"claims":[{"url":"https://www.worldlabs.ai/case-studies/viverse","claim":"Two World Labs case pages describe game prototypes built on Marble splats. 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VIVERSE used a five-step flow (generate or select a splat in Marble, import into PlayCanvas, add colliders/triggers/lighting, optimise for browser and mobile, publish). Of three demos only Clockwork Conspiracy was newly generated, from a quoted text prompt. Gaussian Mansion (Unreal Engine 5 rail shooter) used Marble PLY exports stitched in Marble Studio and imported with a 3D Gaussians plugin, and names transparency, material and artifact problems. 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