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Presenting: Brain Rot Games - AI-Powered 3D for Game Creators

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Peter R. and 3 others
Presenting: Brain Rot Games - AI-Powered 3D for Game Creators

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Brain Rot Games (https://brainrotgamez.com/) - Co-Founder Zachary Weiner presenting, is reshaping the gaming industry with AI-powered tools that let players instantly generate 3D game assets that actually fit the gameplay environment.

Game developers and indie studios often struggle to afford professional 3D artists or settle for overused, mismatched assets from generic marketplaces. Brain Rot solves this with Tripo3D, an integrated AI that understands game context—generating custom models like realistic planes for simulators or fantasy beasts for magic realms, all in seconds. Through Brain Rot’s own suite of casual games, users can create assets, buy, sell, and even monetize their creations with ease, transforming players into creators and entrepreneurs. Brain Rot offers per-model pricing and bulk options, disrupting the months-long dev pipeline with 30-second asset generation.

Our target market is indie game developers, small studios, and gamers in the US who need fast, affordable, high-quality 3D assets and are willing to pay for custom, context-aware content. Our competition is Unity Asset Store, Sketchfab, and generic AI generation tools. Our competitive advantage is integrated AI with gameplay context-awareness, in-game monetization tools, and the ability for players to become asset creators.

The total market size in 2024 for gaming asset creation is projected at $2.9B, with custom AI-generated assets emerging as a fast-growing segment.

Top 3 Challenges:

  1. Capital constraints
  2. High customer acquisition costs
  3. Narrowing focus on the most profitable model.

Our Pitch Boulder Ask: We’re looking for candid feedback—should we double down on B2C games, pivot to B2B licensing, or build a creator marketplace? What would you do to monetize this powerful tech with minimal revenue today? Let us know what you’d tell your past self if you were in our position.

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