Driven by humans. Built by AI.
We are building ScotXplore: an open-world driving game set in a real Scottish town, mapped one-to-one. Every line of code in it was written by AI. No human has typed a line of it — and we publish the evidence, including the parts that are not working yet.
The place
A town you can recognise
ScotXplore is built on Linlithgow as it actually is. The road network comes from OpenStreetMap; the ground comes from 50 cm LiDAR. Everything sits on the British National Grid (EPSG:27700) at one Unity unit to one metre. Nothing is invented to make a junction easier to drive.
- Frame
- d96-locked · high_street_context
- Renderers
- 8,549 in view set
- Lighting
- Pinned overcast HDRI, sun 1.45
- Hardware
- GTX 1080 · 1920×1080
- Frame
- d96-locked · chase_default
- Camera
- Driver height, real road centreline
- Errors logged
- 0 · magenta pixels 0
- Hardware
- GTX 1080 · 1920×1080
The test that matters
Does it read at 28.8 km/h?
Detail that only survives a still frame is decoration. The question is whether a street still reads as lived-in when you drive past it at speed, at the height of a driver's eye. So we author it, then drive it, and measure the difference.
- Pass
- D119 · street-life drive-by
- Speed
- 28.8 km/h · 73 frames · 24 fps
- Camera
- 1.20 m eye · 38 mm lens
- Measured
- 8.9781% of pixels changed (Δ>12) vs. the staged before-frame
- Sheet
- D119 · shopfront run, identical driver camera
- Delivery grade
- B — self-assessed, not upgraded
The audit trail
The process is the product
A game built entirely by AI is only an interesting claim if you can check it. So the working record is part of what we are making: the measurements, the grades we give our own work, and the defects we have not fixed. These are the numbers behind the frames on this page.
| Renderers in the Unity view set d96-locked.json | 8,549 |
|---|---|
| Renderer slots / palette slots d96-locked.json | 10,658 / 50 |
| Errors logged during capture d96-locked.json | 0 |
| Missing-shader (magenta) pixels d96-locked.json | 0 |
| Street-life modules authored D119-REPORT.md | 53 GLB |
| Catalogue triangles (LOD0 / LOD1) D119-REPORT.md | 5,394 / 1,662 |
| Shipping geometry D119-REPORT.md | 626,016 bytes |
| Lines of human-written code | 0 |
Open defects, published
- Black-void glazing. Shopfront and domestic windows currently render as flat black holes rather than glass. Visible in both Unity frames above.
- Unblended ground seams. Terrain and road polygons meet in hard-edged patches of mismatched colour instead of blending.
- Street-life kit not in engine. The drive-by above is Blender. It has not been integrated into Unity, so it is not yet evidence of anything shippable.
- No Apple M4 profile. One of our two ship targets has never been measured. We do not have a frame-time figure for it and will not quote one.
We have shipped more than a dozen automated quality gates that reported green and were wrong. Every gate now has to be proven capable of failing before its result counts for anything.
The studio
Hands off the wheel
No Hands Games is a one-person studio in which the person does not write code. Direction, taste, and the decision about what is good enough are human. Everything that gets built — the engine work, the tooling, the asset pipelines, the tests — is written by AI.
That split is the whole experiment, and it is why the tagline has two full stops rather than one sentence joining them. Driven by humans is a claim about intent. Built by AI is a claim about labour. Blur them and the interesting part disappears.
The work is in progress and this page reflects that honestly. There is no release date, because we do not have one to give you.