With the amount of new subnets being added it can be hard to get up to date information across all subnets, so data may be slightly out of date from time to time
Bittensor Subnet 17 is empowering individuals to create worlds and games through simple descriptions, thereby democratizing 3D content creation, enabling anyone to develop virtual worlds, games, and AR/VR/XR experiences. This subnet utilizes a diverse array of existing Open Source 3D generative models, including Gaussian Splatting, Neural Radiance Fields, 3D Diffusion Models, and Point-Cloud approaches.
By integrating these models into decentralized incentive-based networks via Bittensor, the subnet aims to foster innovation. Its goal is to initiate a gaming revolution centered around AI-native games, utilizing the broader Bittensor ecosystem to enable real-time generation of assets, voice, and sound. This approach empowers creative individuals, even those without coding or game development experience, to simply describe their game ideas and see them materialize instantly.
The subnet focuses on generating high-quality 3D models for use in gaming, digital twins, virtual environments, and more. It uses advanced AI technologies, including Gaussian splats, to create realistic 3D objects and worlds in an efficient and cost-effective manner.
Bittensor Subnet 17 is empowering individuals to create worlds and games through simple descriptions, thereby democratizing 3D content creation, enabling anyone to develop virtual worlds, games, and AR/VR/XR experiences. This subnet utilizes a diverse array of existing Open Source 3D generative models, including Gaussian Splatting, Neural Radiance Fields, 3D Diffusion Models, and Point-Cloud approaches.
By integrating these models into decentralized incentive-based networks via Bittensor, the subnet aims to foster innovation. Its goal is to initiate a gaming revolution centered around AI-native games, utilizing the broader Bittensor ecosystem to enable real-time generation of assets, voice, and sound. This approach empowers creative individuals, even those without coding or game development experience, to simply describe their game ideas and see them materialize instantly.
The subnet focuses on generating high-quality 3D models for use in gaming, digital twins, virtual environments, and more. It uses advanced AI technologies, including Gaussian splats, to create realistic 3D objects and worlds in an efficient and cost-effective manner.
Three Gen is specifically built to address the challenges faced by industries such as gaming, film, VFX, and digital twins when creating 3D content. This subnet uses a novel AI-driven approach, combining neural networks and Gaussian splats, a more efficient alternative to traditional 3D rendering techniques like meshes and neural radiance fields (nerfs).
The subnet aims to democratize content creation by providing high-quality, AI-generated 3D assets at a fraction of the cost and time it would traditionally take, making it accessible to both large AAA studios and indie game developers.
Early Development & Foundation:
Transition to Bit Tensor & Incentive Design:
Core Technology and Use Cases:
Third-Party Integration and Open-Source Data:
Refining the Technology & Expanding the Reach:
Widening Applications and Industry Adoption:
Future Outlook and Community Engagement:
Three Gen is specifically built to address the challenges faced by industries such as gaming, film, VFX, and digital twins when creating 3D content. This subnet uses a novel AI-driven approach, combining neural networks and Gaussian splats, a more efficient alternative to traditional 3D rendering techniques like meshes and neural radiance fields (nerfs).
The subnet aims to democratize content creation by providing high-quality, AI-generated 3D assets at a fraction of the cost and time it would traditionally take, making it accessible to both large AAA studios and indie game developers.
Early Development & Foundation:
Transition to Bit Tensor & Incentive Design:
Core Technology and Use Cases:
Third-Party Integration and Open-Source Data:
Refining the Technology & Expanding the Reach:
Widening Applications and Industry Adoption:
Future Outlook and Community Engagement:
Founder/CEO: Ben James is the founder who started the company that later became Subnet 17. His background in research and collaboration with the gaming and VFX industries plays a significant role in building the subnet.
Tech Lead: Max, who oversees the technical direction of the subnet. He plays a key role in shaping the technology that powers the subnet and its integration with the Bittensor network.
Marketing & Business Development Lead: Monica, responsible for the marketing and business development aspects, ensuring the technology reaches the right audience.
Team Size: Around 10 people. The team primarily comes from research, with experience in 3D technology, gaming, VFX, and virtual worlds.
Background: The team has deep expertise in both Web 2.0 and 3D content creation, specifically in areas like VFX, gaming, and metaverses. They have a history of working with large developers and studios, especially in Europe, and have leveraged EU research funding to develop their technology. Their experience spans building virtual worlds using image processing and computer vision in the gaming sector.
Founder/CEO: Ben James is the founder who started the company that later became Subnet 17. His background in research and collaboration with the gaming and VFX industries plays a significant role in building the subnet.
Tech Lead: Max, who oversees the technical direction of the subnet. He plays a key role in shaping the technology that powers the subnet and its integration with the Bittensor network.
Marketing & Business Development Lead: Monica, responsible for the marketing and business development aspects, ensuring the technology reaches the right audience.
Team Size: Around 10 people. The team primarily comes from research, with experience in 3D technology, gaming, VFX, and virtual worlds.
Background: The team has deep expertise in both Web 2.0 and 3D content creation, specifically in areas like VFX, gaming, and metaverses. They have a history of working with large developers and studios, especially in Europe, and have leveraged EU research funding to develop their technology. Their experience spans building virtual worlds using image processing and computer vision in the gaming sector.
Launched tools: The Unity plugin (v0.4.0) and Blender add-on (v0.9.0) are live (early 2025 releases). The Discord bot has been available longer, and the integration was officially announced as a Verified Solution in Unity’s Asset Store. The team continues to update these: for instance, the guide notes that mesh-export options are “coming soon” for the Blender extension. Unity’s technical evaluation in April 2025 even led to tweaks in 404—GEN’s AI dependencies to ensure industrial-grade output.
Dataset milestones: In April 2025 404—GEN released a 21.5 million model open-source 3D dataset (touting it as “by far the largest” such dataset). This dataset (built via subnet mining) includes metadata linking each model to its prompt and creator. As of writing, the full dataset is available on request to researchers, with samples on Hugging Face. The subnet is also building tooling (“decentralized storage” and a data front end) so that over time anyone can browse or query this asset corpus. In essence, 404—GEN’s short-term roadmap has been to prove the concept: launch easy generation tools and amass a large content library.
Mid-term goals: 404—GEN’s whitepaper and interviews outline a vision of using these datasets to kickstart AI-native games. For example, they plan to align synthetic asset collections with specific game genres (“modding and vertical creation around a specific game genre and/or art style”). These initial asset packs will seed simple games or mods. Over the next year they intend to expand their front-end interfaces (better GUI, more developer plugins) and foster partnerships so game developers can quickly build prototype games.
Long-term vision: Ultimately, 404—GEN aims to become a foundational creative engine for entertainment. As viral AI-made games appear, the subnet will gain traction and spur network effects. The whitepaper sketches a future where entire virtual worlds are made on-the-fly: a user describes a game in plain language and the combination of Gen 404 (3D), voice subnets, and others generates the whole experience instantly. While such an “AI-native game OS” is still far off, 404—GEN’s roadmap (and recent progress) signals steady movement toward that goal.
Summary: In summary, Bittensor Subnet 17 – Gen 404 is a decentralized text-to-3D AI subnet whose goal is to open up 3D worldbuilding to everyone. It does so by running a permissionless network of miners/validators that continually generate and validate AI-created 3D assets. The subnet is already functional: it offers Unity, Blender and Discord interfaces, has garnered press attention (from GamesBeat to BlockchainGamer), and is building a massive open dataset. Its role in the Bittensor ecosystem is to provide the 3D content “leg” of a future fully-AI-driven metaverse, interoperating with other subnets for voice, text, and beyond.
Launched tools: The Unity plugin (v0.4.0) and Blender add-on (v0.9.0) are live (early 2025 releases). The Discord bot has been available longer, and the integration was officially announced as a Verified Solution in Unity’s Asset Store. The team continues to update these: for instance, the guide notes that mesh-export options are “coming soon” for the Blender extension. Unity’s technical evaluation in April 2025 even led to tweaks in 404—GEN’s AI dependencies to ensure industrial-grade output.
Dataset milestones: In April 2025 404—GEN released a 21.5 million model open-source 3D dataset (touting it as “by far the largest” such dataset). This dataset (built via subnet mining) includes metadata linking each model to its prompt and creator. As of writing, the full dataset is available on request to researchers, with samples on Hugging Face. The subnet is also building tooling (“decentralized storage” and a data front end) so that over time anyone can browse or query this asset corpus. In essence, 404—GEN’s short-term roadmap has been to prove the concept: launch easy generation tools and amass a large content library.
Mid-term goals: 404—GEN’s whitepaper and interviews outline a vision of using these datasets to kickstart AI-native games. For example, they plan to align synthetic asset collections with specific game genres (“modding and vertical creation around a specific game genre and/or art style”). These initial asset packs will seed simple games or mods. Over the next year they intend to expand their front-end interfaces (better GUI, more developer plugins) and foster partnerships so game developers can quickly build prototype games.
Long-term vision: Ultimately, 404—GEN aims to become a foundational creative engine for entertainment. As viral AI-made games appear, the subnet will gain traction and spur network effects. The whitepaper sketches a future where entire virtual worlds are made on-the-fly: a user describes a game in plain language and the combination of Gen 404 (3D), voice subnets, and others generates the whole experience instantly. While such an “AI-native game OS” is still far off, 404—GEN’s roadmap (and recent progress) signals steady movement toward that goal.
Summary: In summary, Bittensor Subnet 17 – Gen 404 is a decentralized text-to-3D AI subnet whose goal is to open up 3D worldbuilding to everyone. It does so by running a permissionless network of miners/validators that continually generate and validate AI-created 3D assets. The subnet is already functional: it offers Unity, Blender and Discord interfaces, has garnered press attention (from GamesBeat to BlockchainGamer), and is building a massive open dataset. Its role in the Bittensor ecosystem is to provide the 3D content “leg” of a future fully-AI-driven metaverse, interoperating with other subnets for voice, text, and beyond.
A big thank you to Tao Stats for producing these insightful videos in the Novelty Search series. We appreciate the opportunity to dive deep into the groundbreaking work being done by Subnets within Bittensor! Check out some of their other videos HERE.
In this session, the team behind Subnet 17 discusses their innovative AI-powered subnet built on Bittensor, designed to revolutionize 3D content creation for industries like gaming, VFX, architecture, and digital twins. The conversation highlights the subnet’s unique approach to generating high-quality, scalable 3D models using Gaussian splats—an efficient alternative to traditional 3D representation methods like meshes and neural radiance fields. They dive into the team’s background, the challenges they aim to solve, and the technology’s potential to democratize 3D content creation for both indie developers and large studios. The discussion also covers the subnet’s incentive design, validation mechanism, and the real-world applications of their technology, from gaming to high-profile art exhibitions like the Venice Architecture Biennale. The session showcases the rapid evolution of the subnet and its impact on virtual worlds, with insights into future developments and user-driven features like 2D-to-3D model generation.
We stopped treating 3D as a finished asset and started treating it as code an agent can read, modify, and rewrite.
That shift is what made the Game Jam different.
Instead of another collection of polished meshes, creators shipped 25 playable games built around assets an agent
https://x.com/i/article/2106044931261304832
https://x.com/i/article/2106044931261304832
This is The Last Bellkeeper, winner of the first 404 Game Jam, built by @tylerdurdeth using the 404 game generator.
It’s a puzzle adventure where players carry the wind itself, using it to interact with the world and solve challenges.
The game combines strong gameplay mechanics
Play here: https://tylerdurdeth.github.io/the-last-bellkeeper/
The results are finally in, we present to you the winners of the first 404 Game Jam!
🥇 1st place: The Last Bellkeeper by @tylerdurdeth
🥈 2nd place: Farseek by @Rapido_ai
🥉 3rd place: SunDrift by lkruer
From 25 entries, our judges selected these three based on gameplay,
3rd place: SunDrift by lkruer
Prize: 1.5 TAO
lkruer turned a simple idea, a drift racer down a mountain pass, into something sharper using the 404 3JS game recipe. The twist is in the scoring: every drift you bank pushes the sun further down, so a single run carries you from
Congratulations to all our winners, and thank you to everyone who took part in the first 404 Game Jam.
You brought the ideas, spent time building and testing them, and gave us 25 games to explore.
Thank you as well to our judges and everyone who played along at Exploit.
Note:
Submissions for the first-ever 404 Game Jam are now officially closed, with 25 entries submitted.
The winners will be announced at @ExploitSummit, with selected games played live at the conference.
They’ll also share a 10 TAO prize pool, with 404 supporting winning entries
While the entries are being reviewed, you can explore all 25 submitted games on the Game Jam website and see what creators built with 404:
404 Game Jam
One line. Two weeks. Ten TAO. Your agent builds the game, every object in it as Three.js code.
game.404.xyz
You’ve got about 12 hours left to enter the 10 TAO Game Jam and finalize your submission.
If you’re still finding it difficult to build or deploy your game with the 404 game generator, here are three tips from the team:
1. Ask your agent for playable builds as you go
2. Iterate
Enter the competition and find all details here:
404 Game Jam
One line. Two weeks. Ten TAO. Your agent builds the game, every object in it as Three.js code.
game.404.xyz