Fabel Showcase
Experiment · September 2026I handed a brand-new UE 5.8 project to Claude Fable 5.1 for one night, gave it the Lab's own tools, and walked away.

No brief beyond the concept, no me at the keyboard: a fresh Third Person template, ECABridge's roughly 780 editor commands, and Forage pointed at my own Fab library. The idea — a museum hub whose portals are showcase levels for a category of the Unreal tool surface — was mine. Everything after that, the model built, tested, and photographed on its own overnight.
The setup
A completely empty UE 5.8 Third Person template project, ECABridge's roughly 780 editor commands as the only way in, and Forage pointed at my own Fab library to pull in real environment art instead of grey boxes. No dedicated live connection to the editor for most of the run — commands went through ECABridge's own client library instead, one call at a time.
The hub
The concept: a museum gallery where each doorway is a portal to a showcase level for one category of the tool surface. It found a museum asset pack through Forage, confirmed it actually looked like a museum with a couple of establishing shots, then built a row of glowing bronze portal arches down both walls of the hall — one per wing, each labeled and wired to teleport a player through on overlap.
The wings
Five of nine planned levels got built in one overnight session: the hub, a landscape and weather pass, a Niagara particle showcase, a materials showcase, and an audio pass. Three of those five are rough — presentable, not polished. Four more wings are still bare placeholder rooms with nothing but a return portal.
What it got wrong
Text that renders mirrored and upside-down. A landscape that displays as a flat checkerboard instead of a texture. A level that goes solid black after a lighting edit and stays that way until you reopen it. A room with no front wall, blown out to flat white. None of these were hidden — they show up in the devlog below exactly as captured, next to the shots where the fix landed.
What I learned
The interesting part isn't that an AI agent can drive Unreal Engine through a command surface instead of a mouse — it's watching where that approach breaks down. Static screenshot commands never tick the running world, so particle effects are invisible until you catch them mid Play-in-Editor. A failed level-creation call leaves you silently building inside whatever level was already open. The gotchas read like the ones any new team member would hit, just faster and overnight.
At a glance
- ✦5 of 9 planned showcase levels built in one overnight run — hub, environment, particles, materials, audio
- ✦Roughly 780 ECABridge editor commands drove the entire build, no mouse in the loop
- ✦32 Fab asset packs pulled from my own owned library through Forage, zero manual downloads
- ✦13 ECABridge feature and bug requests filed against a second Claude session overnight; 12 shipped before the run ended
- ✦Four Sonnet subagents, each pinned to a single level, sharing one running editor in turn
- ✦A 12-second hub flythrough rendered and Video-QA'd three times before a clean pass
See it in use






An experiment, not a product.
There is nothing to install or join here — Fabel Showcase is a write-up of one night's work and what it taught me. Read the devlog above, and if this kind of AI-driven engine work is relevant to what you are building, get in touch.
Also in the lab
Video QA Workbench
Stop scrubbing for proof. Review the whole render with evidence.
Forage
Fab's best friend. An AI-first scout and installer for the Unreal Engine packs you already own.
Project Ion
Your Vision Pro is a projector now. Professional-grade projection-mapping previsualization — honest ambient simulation, real projector specs, and a full creative rig in your room.
UnRealityKit Bridge
Unreal Engine as the simulation brain. RealityKit as the renderer. The hybrid architecture Unity proved out with PolySpatial — open for Unreal.
UE→RenderMan Bridge
One button in the Unreal editor. Film-grade Pixar RenderMan on the other side.
Pinchwork
Universal OpenXR hand tracking. Built in Unreal first — designed for every headset, not just one.
Unreal × visionOS
The punch list for making Unreal Engine on Apple Vision Pro feel production-ready.
Constellation
Your second brain as a navigable 3D star map. Walk through your own notes on Apple Vision Pro.
Promptbook
Spatial blocking and set previz for theatre on Apple Vision Pro — the stage manager's promptbook, reimagined in 3D.
AgileLensMultiplayer
The shared SharePlay engine every Agile Lens Vision Pro multiplayer app runs on.
Mission Control
A live radar for SharePlay sessions — watch every player, in every app, without joining the call.
xrsim
A simulator for VR apps: boot the build, script the headset, assert on what the app actually believes — no headset, no human in the room.
RoomScanPro
Collaborative room scanning and real-world measurement for Apple Vision Pro and iPhone.
Co-Location Engine
Fiducial-marker-based co-location for Unreal Engine VR — real and virtual players sharing one room, without a shared coordinate system to begin with.