Vision
I wanted to build a working assembly line in 3D. And why not watch a car get made?
You fill in a work order and the line builds that exact car: a block of birch drops from a hopper, then seven stations cut, sand, paint, print, fit wheels and finish it, until it parks, gets boxed and rides off on a truck.
The Turn
Once the line worked, I asked a different question.
After a few rounds of iteration it ran the way I wanted. Could it teach what a toy really costs: the birch, the minutes, the waiting, the carton, the truck, and what each car has to sell for to make a profit? A factory is a spreadsheet you can walk through. So I let you see it.
Creative Direction
The world first, then the money inside it.
Birch, safety yellow and machines that read as real at toy scale, down to a carton printed for the car inside. The numbers live in the scene, not in a table beside it: prices float over each station, a running tab rides on every car, and the minutes spent waiting for the slowest station show up as amber hatching.
Execution
Built in three.js, with no model files.
Every car, robot, machine and carton is made in code, with liveries, number roundels and wood grain painted in code too. Three cameras: an overview, one that rides along with a single car, and one that inspects any car you tap. On the money side, every figure on screen comes from one cost model, so tap any number and it shows how it was worked out.
Outcome
Two apps from one factory.
HAS Toyline, the line you order from, and Toyline Ledger, a course in what a toy costs to make and sell: 15 short lessons, 3 challenges, and a month you can run to watch the bank. Both run in the browser. Neither is public yet.







