WrapsRL
AI-generated car wraps for Rocket League.
- Status
- Shutting down
- Years
- 2024–2025
- Built with
- Next.js, Supabase, Gemini, Stripe, Python
- Live at
- wrapsrl.com

- $600
- revenue in the first month
- 2 tiers
- Basic and Pro subscriptions on Stripe
- Gemini
- region fill on a black-and-white UV template
WrapsRL started in the middle of my machine learning bootcamp and shipped shortly after I finished. It's the project that proved the theory could turn into something people would pay for, in a niche I'd been deep in for years.
The problem
Custom Rocket League wraps have always existed in the modding community, but the bar was high. You needed to know the UV template, have real design skills and a working modding setup. Most players just wanted a wrap that matched their taste.
The approach
WrapsRL treats the black-and-white UV template as a mask and uses Gemini's region fill to generate the decal piece by piece. Upload an image you like, pick a car, and a few seconds later you have a game-ready wrap file. Basic covers the common cars; Pro unlocks the full roster and higher-quality generations.
What I learned
It collapsed everything the bootcamp was teaching into one thing: generative image pipelines, prompting for region-locked generation, async job queues for long-running AI calls, Stripe billing for subscription tiers, Supabase row-level security for user isolation. It was my first end-to-end SaaS, and it taught me that an AI product has to be more than a call to an API somewhere.
Why it's shutting down
It made about $600 in its first month. Growth stalled without a marketing engine, and Rocket League's move to Easy Anti-Cheat closes the modding path WrapsRL depends on. So I'm shutting it down.
Shipping something, charging for it and then ending it on purpose taught me more than a demo would have. The pipeline underneath, a UV template as a mask plus region fill, still works for other things.