GraphiLink
The Wharf
Flooded Bell Market

01The WharfThe spawn. One sentence became this axis — wharf, market, canal, temple, bell: 47 m by the tool’s own navigation.

A night market in a flooded old town: narrow lanes between stone warehouses, stalls and carts for cover, a canal crossed by one bridge, stairs up to a temple terrace, and a bell tower as the goal.

Games & Experiences

One sentence became a level you can walk. Each view is painted over line for line — and every painting is a world you step into.

Open the tool

Blockout

One sentence went in. Twenty-one seconds later there was a level: a wharf, a market, a canal, temple steps and a bell. You are standing in it — walk.

Grey, then paint, then a world

At every stop the greybox gets painted over, line for line: the halls become warehouses, the blocks become stalls under lanterns, the orange cylinder becomes the bell tower. Then press World and step inside the painting — a place built from it that you can walk around.

The level checks itself

  • Navigation walks the level the way a player would. Here it found the bell out of reach: half-metre steps, a bridge with no way up. Two edits later it walks.

  • The critique reads the level like a senior designer — the red dots. An exposed bridge, a cover chain that never starts, a bell tower that reads like a chimney.

  • Every view was painted over in about forty seconds; each world was built from its painting in 6–8 minutes.

Your level next

Write the place in one line, walk it, fix it, paint it — then step inside.

Block out a level

Build a world