Showcase Desktop apps

BlastEngine: an editor where agents work in the open

Mock-ups and brand for BlastEngine, a game engine editor in progress where AI agents edit the game alongside you. Every change an agent makes is marked, explained and reviewable. Plus the Ignition B logo, built on a 96-unit grid.

  3200 × 2000

A dark editor window. A stage tree on the left, a parchment map with a road, a river and small towers in the middle, an inspector on the right. A violet chip reads “Claude Code · editing wave 4”; a console and asset grid run along the bottom.

Agents in the editor, never behind it

BlastEngine is a game engine editor in progress. AI agents connect to it and edit the game while you watch. These are the design mock-ups for its main surfaces, drawn before the editor is built, with a sample stage from a tower defence game on the canvas.

One rule runs through them: you can always see what an agent did. Agent activity has its own colour, Synth violet, and it appears only where an agent acted. It shows as a dashed presence outline, a dot on changed fields and the value each field had before, so you can keep or revert every change.

  Build workspace, edit mode — 1600 × 1000

A dark editor window. A stage tree on the left, a parchment map with a road, a river and small towers in the middle, an inspector on the right. A violet chip reads “Claude Code · editing wave 4”; a console and asset grid run along the bottom.
The Build workspace while Claude Code rebalances a wave: the agent's dashed outline and chip on the canvas, the tower's Range marked as changed (“was 180”), and the Agents panel with its activity feed. A mock-up, drawn before the editor is built.

  Agent Review — 1600 × 1000

A dark review screen. Changesets on the left, changed entities, then two map captures labelled Before and After. Below, a table of property changes and a short code diff. A context panel on the right and a timeline across the bottom.
Agent Review: one changeset at a time, with before and after captures, each property's old and new value, the code diff with lines the agent wrote marked in violet, and a timeline of checkpoints to go back to.

  Editor components — 1600 × 1444

A dark sheet of interface parts in labelled panels: rows of orange, grey and red buttons in five states, text and number fields, a tree list, a context menu, toasts, a property grid, two rows of line icons and a search palette.
The component sheet engineers build from: buttons in every state, fields, tree rows, tabs, property rows, toasts, the command palette and the AI activity items. The icons are drawn on Lucide's base (ISC licence), with custom engine icons in the same style.

Ignition B

The mark is a geometric B: a stem and two forward chevrons that read as ▶▶, with a small yellow spark in the notch between them, like a spark between two electrodes. It sits on a 96-unit grid with 14-unit strokes, 45° diagonals only and whole-number coordinates. The construction frame was checked in Polyform against the exact path points.

The colours are Blast orange #FF5C28 for the B and Volt yellow #FCD521 for the spark, on Ink #11141A. Below 28 px the spark drops out, and at 16 px the mark is a hand-tuned pixel map.

  Ignition B, construction — 960 × 640

A dark grid with an orange outlined letter B made of straight lines and 45° angles, a yellow diamond in its right-hand notch, and measurements around it. A list on the right gives each measurement with a tick.
The construction sheet: stroke widths, the two counters, the 8 × 8 chamfer, the 45° diagonals, the spark's gap of 4.24 units, and clear space of a quarter of the mark's height on every side.

  App icon — 1024 × 1024

A square dark icon with a soft orange glow in the middle. A bold orange letter B with angled edges fills most of it, with a small yellow diamond beside its middle notch.
The 1024 app icon: the full mark, with its spark, on Ink with a faint warm glow behind it.

From the file

  • Frames: two 1600 × 1000 editor workspaces, a 1600 × 1444 component sheet, the 960 × 640 mark construction and the 1024 app icon; 2,601 layers in all.
  • Colours: #11141A Ink, #FF5C28 Blast, #FCD521 Volt, #A964EB Synth for agents; editor greys #15171D to #42454C; text #EDEEF3, #BBBEC4 and #9FA1A8.
  • Type in the file: Segoe UI and Consolas, standing in for the engine's Inter and JetBrains Mono, which weren't installed on the machine that drew it. The wordmark is Archivo, as outlines.
  • Made with: frames, vector paths, shapes and 988 live text layers. No placed images, components or auto layout.
Credits
  • Design — AndreaDev3D
  • Write-up — drafted with Claude, reviewed by AndreaDev3D
  • Drawn with — Claude Code over Polyform's MCP server
Tools

Polyform

Licence

© 2026 AndreaDev3D. All rights reserved.

AndreaDev3D

@andreadev3d

Software and game engineer, 10+ years shipping apps, websites and games. Now building Polyform, a local-first design app for the desktop.

More by AndreaDev3D

See all 5