Inspiration

The land holds memory. The memory is in the land. We are the land. That's where this started — not with a technical problem but with a felt truth. The places we walk through every day are saturated with stories most people never encounter. Not because the stories aren't there. Because there's no way in. We wanted to build the door.

What it does

ReminiSCENES is a collaborative platform where communities discover and co-create immersive historical worlds tied to real locations. Using AI world generation and AR portals, anyone can explore what happened in a place — and help bring its past back to life together. A knowledge graph maps the stories. AR anchors them to real space. Pinch an orb and the world opens around you — real historical photographs transformed by World Labs Marble into environments you can walk through. The music of that era plays as you arrive. Some stories only unlock when you physically show up. The world model gets richer every time someone visits and contributes. The community that knows a place best is the one that decides what it remembers.

How we built it

World Labs Marble API — transforming historical photographs and spatial scans into navigable 3D Gaussian splat worlds SparkJS — rendering Marble's splat output inside a Three.js scene WebXR — AR and VR session management on Pico 4 Ultra, confirmed working with full hand tracking and passthrough Three.js — spatial knowledge graph with force-directed layout, multiple modes, orb nodes as world portals Vercel — browser-native deployment, no app install required, accessible via URL on any WebXR device Google Antigravity + Claude — agentic development workflow that compressed days of work into hours

Challenges we ran into

Navigating compatibility — across WebXR, WebSpatial, Pico SDK, SparkJS, Marble API, and browser environments that each have their own opinions about what's supported. The ambiguity of what a "world model implementation" actually means in a demo context. And the hardest thing of all: having a vision you believe in and being genuinely comfortable watching it change. Balancing scope with coherence under time pressure is its own skill. We're still learning it.

The Team

Michael — knowledge graphs, spatial architecture, shared new tools and frameworks that shaped the entire technical direction Alfred — spatial scanning, uploading assets to Marble, turning real places into world model inputs Vivian — kept us grounded, focused, and realistic; developed assets and storylines; the reason the idea stayed human throughout

What we learned

To effectively operate as a team you have to be both flexible and coherent simultaneously. Generative tools move faster than any of us anticipated — the right move is not to slow down but to use frequent check-ins to stay grounded. Set preconditions. Acknowledge that while some ideas are genuinely great, the basics matter more than the vision if the basics don't work. The idea really wants to emerge. Our job was to be good stewards of it — not to force it into a shape we decided in advance. We also learned that world models are not simple. Judges asked us to simplify. They weren't wrong about the demo — but a world model that can be fully explained in 90 seconds isn't really a world model. We tried to honor both truths: a simple entry point with genuine complexity underneath.

What's next for ReminiSCENES

The quorum mechanic. Stories that only unlock when enough people physically visit a location to verify them. A worldwide scavenger hunt through collective memory. The real world as the game board. Every place on earth has a story nobody is asking about yet. ReminiSCENES — still building.

Built With

  • 3js
  • marbleapi
  • react3
  • spark.js
  • webxr
  • worldmodel
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