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I designed and built it alone: the UX, the interface, the rendering pipeline and the AI tooling.
Early on, Effects and Worlds ran through one shared AI setup. The AI would try to generate a 3D model while you were building a 2D effect. It looked fine in a demo and fell apart in real use. I separated the two modes completely, so each has its own AI behavior and only the tools that make sense for it.
Effects export as zero-dependency embeds. Worlds couldn’t keep that promise, because a 3D scene needs a runtime for the camera, the scroll and the assets. So Effects stay inline, and Worlds load a small player on demand.
I built an AI particle system, shipped it, and then pulled it. It made the tool more complicated without making anyone’s work much better. A simpler version came back later: particle shapes, stars and atmosphere for 3D scenes.
Scenery is live, with Effects and Worlds both shipping. Fourth Floor, a boutique agency, uses it on client work.