Product · Asset studios

Make the art without leaving the tab.

The asset studios generate sprites, sound effects, and 3D models with AI, accept your own uploads and bring-your-own files, and bind it all into your game. Everything you create or import counts toward your organization's storage quota, so the costs stay visible.

pebble-punks / Assets · 24
live
pebble
grub
gem
boss
jump
coin
tile
music
sprite
sfx
model
font
STORAGE 4.8 GB / 50 GBUNUSED 3
auto-bind on save

Sprite forge

Describe the sprite you need and the forge generates it — characters, items, tiles, and backgrounds — from a text prompt. Generated art lands in your asset library and can be bound directly to the nodes that use it, so a request like "give the boss a roar" or "add three pickup gems" can produce both the structure and the art it needs.

Text to sprite
Generate 2D art from a description, right inside the workspace.
Bind to nodes
Generated sprites attach to the scene nodes that reference them.

SFX synth

The sound studio synthesizes sound effects for your game — pickups, hits, jumps, and ambience — so you can score moments without sourcing audio elsewhere. Like every other asset, generated sound is tracked in your library and can be bound into the game model.

Generate effects
Create sound effects on demand for the moments that need them.
Tracked and bindable
SFX live in your library and bind to the game like any other asset.

3D model generation

For 3D projects, the model studio generates meshes from AI and accepts industry-standard 3D files you upload. Models can be placed and transformed in the scene through the same typed-operation system the Architect uses, including 3D transforms, so your imported and generated assets share one consistent pipeline.

AI and upload
Generate models with AI or bring your own 3D files.
Transform in scene
Position and orient models through typed 3D-transform operations.

Bring your own files, mind your storage

Beyond generated and uploaded assets, you can store arbitrary bring-your-own files alongside your project. Everything is organized in a per-project file tree derived from each asset's path and type. Storage is metered per organization — a free tier with a hard cap, paid tiers with included storage and metered overage — so you always know what you're using.

Typed and BYO files
Keep generated assets, uploads, and arbitrary files together, organized by folder.
Quota-aware
Storage is counted per organization, with clear included amounts and overage.
How it connects

Assets bind into the same game model.

Every asset you generate or upload can be bound to a node by the Architect and inspected in Scenes. The GDD stays the source of truth — assets attach to the structure, and the compiled build pulls them in automatically.

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Art, audio, and 3D in one workspace.

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