Episode 30 · 27 September 2026 · 37 min
AI Is Fun Again. That’s Slightly Terrifying.

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- The “what else can this thing do?” moment
- A season-finale show-and-tell
- Astra builds a cyberpunk scene in Blender
- A new website—and a course for Canvas
- Robots, socks and following a video
- Exploring the Library of Alexandria
- Reconstructing Apple Park in Blender
- Making music with Astra and Ableton
- Fable 5.1, benchmarks and mapping Venus
- Do we need a verdict on AGI?
- Why the excitement comes with fear
- Range, judgement and false mastery
- World models and walkable learning spaces
- Fly-brain models, browser games and car horns
- What we’re trying next
Show notes
A cyberpunk scene. A rebuilt website. A course packaged for Canvas. Somewhere between the third example and the suspicious lack of things to fix, the old feeling came back: what else can this thing do?
For our season finale, we’re giving ourselves permission to enjoy the technology. Dale brings his experiments with Astra, including a Blender build and a learning-content workflow that took an unexpected detour through an entirely new learning management system. Nick brings robots following video demonstrations and his experience taking a generated environment into Unreal.
We also explore the examples that sent us down our respective rabbit holes: an explorable Library of Alexandria, an Apple Park reconstruction, music made through Ableton, Anthropic’s reported Venus-mapping work with Fable 5.1, and a browser game using simulated neural activity informed by fruit-fly wiring.
Underneath the show-and-tell is a serious question: how many things are we still treating as too difficult because we haven’t tried them again?
That doesn’t make every output trustworthy. A course importing successfully is not proof that it teaches well. An impressive reconstruction is not the same as an accurate one. And being able to produce something doesn’t necessarily mean you can judge it.
But the excitement is real. So is a little bit of the fear.
Thanks for joining us this season. Subscribe to catch us when we return—and stay the human in the loop.
00:00 The “what else can this thing do?” moment
01:31 A season-finale show-and-tell
02:37 Astra builds a cyberpunk scene in Blender
03:49 A new website—and a course for Canvas
06:58 Robots, socks and following a video
09:46 Exploring the Library of Alexandria
11:10 Reconstructing Apple Park in Blender
14:09 Making music with Astra and Ableton
15:39 Fable 5.1, benchmarks and mapping Venus
19:35 Do we need a verdict on AGI?
21:50 Why the excitement comes with fear
23:28 Range, judgement and false mastery
25:13 World models and walkable learning spaces
30:19 Fly-brain models, browser games and car horns
35:00 What we’re trying next
36:08 Thanks for joining us this season
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Written companion · 2 min read
When AI Makes the Hard Part Feel Easy
A useful way to test an AI tool is to give it something you have already decided would be too much trouble.
Perhaps it is a small interactive environment, a website that needs rebuilding, or a collection of learning materials waiting to be assembled inside an LMS. The interesting moment arrives when the result is useful enough that your next question changes. Instead of asking how to finish this one task, you start wondering what else you have been ruling out.
That shift is about more than a better answer. In experiments with Astra, a request for a cyberpunk scene led to work inside Blender. A course-building workflow produced its own learning environment before being redirected towards packaging existing materials for Canvas. The surprise was how little of the expected repair work remained after the import.
Those outcomes deserve different kinds of scrutiny. A successful course import tells you something about the packaging. It does not establish whether students will learn, whether the assessment is appropriate or whether the sequence works in a classroom. The useful response is to recognise the time saved and decide where checking matters next.
Explorable environments introduce a similar distinction. A reconstruction of the Library of Alexandria can become somewhere to walk, read and investigate. Its educational value need not depend on treating every detail as historically settled. Students could examine what is supported by evidence, what has been inferred and what was added to make the environment function. They could also build a small part themselves and justify their decisions.
World-building tools make that line of questioning particularly interesting. Taking a generated environment into a game engine can produce a space that someone can walk through. Turning that space into a worthwhile learning experience still requires decisions about what learners should notice, attempt and understand. Subject experts need to examine what the environment gets wrong before an attractive prototype becomes a trusted teaching resource.
Even an unusual experiment such as a browser game informed by fruit-fly neural wiring offers a way into these questions. What comes from the connection data? What comes from the model’s sensory and movement rules? What would its behaviour actually tell us about the biological system it represents?
The excitement and discomfort come from the same place: the distance between an idea and an impressive output feels smaller. Moving across websites, course materials, 3D environments and music projects can unsettle assumptions that one isolated demonstration would leave intact.
There is a risk of mistaking this new ability to produce for mastery. An output can look convincing in an area where its maker lacks the knowledge to evaluate it. There is also a risk of ignoring useful possibilities because an earlier attempt was frustrating.
Neither risk requires a verdict on artificial general intelligence. A more immediate approach is to revisit an assumption, try a bounded task and inspect the result carefully. The question is what becomes possible—and what judgement is needed to make it worthwhile.
To find out more, watch or listen to Episode 30 of Adjunct Intelligence, where Dale Leszczynski and Nick McIntosh explore Astra, Fable 5.1, world models and the experiments that brought back the “wow” feeling.