No Hands Games In development · Linlithgow, Scotland

No Hands Games

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.

Hands off

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.

Aerial view of a Scottish high street rendered in Unity: slate roofs, sandstone terraces and a
                    curving main road, with dry grass-toned terrain either side.
Unity 6 URPWork in progress
Frame
d96-locked · high_street_context
Renderers
8,549 in view set
Lighting
Pinned overcast HDRI, sun 1.45
Hardware
GTX 1080 · 1920×1080
Terrain colour is placeholder and the ground polygons are not blended. This is a lighting and massing check, not a finished look.
Driver-height view along a Linlithgow street in Unity, a white hatchback ahead on the road,
                    sandstone terraces to the left and shopfronts to the right.
Unity 6 URPWork in progress
Frame
d96-locked · chase_default
Camera
Driver height, real road centreline
Errors logged
0 · magenta pixels 0
Hardware
GTX 1080 · 1920×1080
Shopfront glazing renders as black voids — an open defect, listed below. Verge blending is unfinished.

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.

Blender authoring test
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
This is a Blender authoring-scale test. It is not Unity footage and it is not evidence for either ship target. The kit has not yet been integrated into the engine.
Side-by-side before and after comparison of the same shopfront run from an identical driver
                    camera. The after frame adds downpipes, lamp posts, awnings, an A-board and parked cars.
Blender authoring test
Sheet
D119 · shopfront run, identical driver camera
Delivery grade
B — self-assessed, not upgraded
The disclaimer printed along the bottom of this sheet is ours. Every proof we generate states what it does not prove, in the image itself, so it cannot be quoted out of context later.

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.

Measured, not estimated
Renderers in the Unity view set d96-locked.json8,549
Renderer slots / palette slots d96-locked.json10,658 / 50
Errors logged during capture d96-locked.json0
Missing-shader (magenta) pixels d96-locked.json0
Street-life modules authored D119-REPORT.md53 GLB
Catalogue triangles (LOD0 / LOD1) D119-REPORT.md5,394 / 1,662
Shipping geometry D119-REPORT.md626,016 bytes
Lines of human-written code0

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.