Screenshot of the AI-assisted 2D and 3D game production workbench interactive demo
Screenshot of the interactive demo, on sample data

AI-assisted 2D and 3D game production workbench

Reduce tool switching and manual asset handling while keeping the studio's own project files and review history.

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For
Small game studios and independent developers building 2D and 3D games
Solves
Game teams rent several engines and AI tools, move assets between them by hand, and lose track of which build, asset and review state is approved.
Delivers
Studio-approved playable build linked to its asset and review record
Built in
about 6 weeks of creation time, MVP in 7 days
Investment
$13,000 for the MVP, $44,000 for the full product
Run it
Inside your business, or as part of your offer to clients
01

What it does

Reduce tool switching and manual asset handling while keeping the studio's own project files and review history.

  1. Create 2D and 3D games in one project.
  2. Guide users through development tasks with an AI assistant.
  3. Provide a beginner-friendly interface.
  4. Manage assets and game components without extensive coding.
  5. Offer free access to explore capabilities.
  6. Guide step-by-step creation of terrain and characters.
  7. Show a project overview canvas with asset connections.
  8. Generate 2D sprites and 3D meshes from text descriptions.
  9. Script and prototype gameplay mechanics quickly.
  10. Support 3D mesh terrain with overhangs and caves.
  11. Provide dynamic global illumination for current-gen consoles.
  12. Connect AI agents to the editor through the Model Context Protocol.
  13. Provide an isolated space for editor experiments and promotion of chosen changes.
  14. Support real-time collaborative editing.
  15. Generate daily puzzles and game guides.
  16. Publish finished games to the community.
  17. Sync projects across iOS devices.
  18. Compare the reviewed result with the recorded baseline and value assumptions.
  19. Capture corrections and named-owner approval before consequential use.
  20. Export a versioned studio-approved playable build linked to its asset and review record with source references and unresolved questions.

Everything these tools do, in one app

What goes in, what comes out

What the customer puts in
  • Project briefs
  • Asset lists
  • Gameplay notes
  • Engine settings
  • Playtest feedback

AI drafts, people review. Visual production platform with managed creative review.

What the customer gets
  • Studio-approved playable build linked to its asset
  • Review record
02

How it works

The workflow

  1. In
    Start with

    Project briefs, asset lists, gameplay notes, engine settings and playtest feedback

  2. 1

    Confirm the buyer's problem and scope

  3. 2

    Collect project briefs

  4. 3

    Asset lists

  5. 4

    Gameplay notes

  6. 5

    Engine settings and playtest feedback

  7. 6

    Then follow this sequence: 1

  8. Out
    Finish with

    Studio-approved playable build linked to its asset and review record

AI does the heavy lifting, people stay in charge

Use AI to interpret permitted inputs, suggest structured mappings and generate candidate outputs for the three stated task modules. Use deterministic code for arithmetic, schema validation, hard constraints and reproducible tests. Review source-linked explanations and uncertainty before accepting results. One target platform and one engine version; final gameplay balance, performance and publishing checks remain with the studio. A model suggestion is never a verified fact, professional decision or authorization to act.

What your team sees

Primary screens: Project brief and references, Editable production preview, Client proof and delivery. Use a thumbnail gallery for projects, a large central editing canvas, and a right-hand panel for references, constraints and comments. Let users compare versions side by side. Display draft, changes requested and approved states. Provide a client preview link with comments anchored to the relevant asset. Make the task-specific outcome studio-approved playable build linked to its asset and review record visible beside its evidence, review state and value baseline.

Accounts and administration

Project ownership, asset versions, client comments, approval states, usage allowances, revision limits, download history and a rights record for supplied material. Add organization access boundaries, named reviewers, usage caps, data retention controls, export logs and explicit approval for external actions.

Integrations and data access

Studio-owned project files, authorized asset libraries and permitted research sources. Cloud asset storage, design-file import/export and publishing destinations. Start with file exchange and validate destination specifications before promising direct publishing. Start with authorized file exchange. Validate current provider access, usage rights and schema behavior before promising a connector.

03

How we build it

We build with our own AI software development factory, so most implementations take days to a few weeks of creation time, not months. You see working software at every step, and exact timing depends on availability.

  1. 1

    Scoping call

    Day 1

    Thirty minutes on your process, your data and how you want to run it: for your own team, or for your clients. You get a fixed scope and price for the MVP.

  2. 2

    MVP

    7 days

    One buyer segment, one recurring use case; first modules: create 2D and 3D games in one project; guide users through development tasks with an AI assistant. Manual review in the loop. Built by our AI software factory.

  3. 3

    Paid pilot

    8 days

    Accounts, roles, review states, audit trail and the first integration, hardened for two to three paying pilot customers.

  4. 4

    Full product

    3 weeks

    Self-serve onboarding, billing, monitoring and the wider integration set.

  5. 5

    Run and improve

    Monthly

    We host, monitor and improve it for a fixed monthly fee, or hand it over to your team. How the retainer works.

Why we start with an MVP

An MVP, or minimum viable product, is the smallest version that your users can actually work with. It is not a cheap version of the full solution. It is a test, built to answer the questions that decide whether the rest is worth building.

  1. Pick the riskiest assumption. Here: will small game studios and independent developers building 2D and 3D games use it to solve "game teams rent several engines and AI tools, move assets between them by hand, and lose track of which build, asset and review state is approved"?
  2. Build only what tests it. One team, one use case, a few core modules. People do the rest by hand for now.
  3. Run a paid pilot. Agree quality and outcome thresholds before the pilot using this measure: Approved playable builds per production hour and defects found after build approval.
  4. Measure, then decide. Track approved playable builds per production hour and defects found after build approval; accepted-output rate; material error rate; reviewer correction time; actual repeat purchase. Then expand, change course or stop, with evidence instead of opinions.

MVP scope for this solution. Pilot scope: One target platform and one engine version; final gameplay balance, performance and publishing checks remain with the studio. Implement one approved input format, a bounded representative case set and the first two task modules: create 2D and 3D games in one project; guide users through development tasks with an AI assistant. Support the third module with operator review: manage assets and game components without extensive coding. Include source references, corrections, basic organization access, approval states, export and value measurement. Use managed operator assistance for unresolved exceptions. The cost estimate covers this narrow prototype, not unrestricted multi-tenant scale, complex production integrations, specialist certification or physical operations.

After the MVP. Once paid pilots prove usefulness, automate repeatable reviewed steps and add one verified source integration. Expand supported inputs and case volume only after new evaluation cases pass. Build reusable customer configurations and recurring value reports around studio-approved playable build linked to its asset and review record. Retain the explicit scope boundary: One target platform and one engine version; final gameplay balance, performance and publishing checks remain with the studio.

What the build depends on. Asset upload and preview, asynchronous generation jobs, editable version history, reviewer access and tested export formats. High-fidelity production requires specialist creative QA. Obtain representative authorized cases, baseline measurements, qualified reviewers and a buyer-side decision owner. Specific limitation: One target platform and one engine version; final gameplay balance, performance and publishing checks remain with the studio.

04

Investment

A planning range to start the conversation, not a quote. You pay per phase, so you can stop after the MVP.

  1. Phase 1

    MVP

    One buyer segment, one recurring use case; first modules: create 2D and 3D games in one project; guide users through development tasks with an AI assistant. Manual review in the loop.

    $13,000 · about 7 days of creation time

  2. Phase 2

    Paid pilot

    Accounts, roles, review states, audit trail and the first integration, hardened for two to three paying pilot customers.

    $13,000 · about 8 days of creation time

  3. Phase 3

    Full product

    Self-serve onboarding, billing, monitoring and the wider integration set.

    $18,000 · about 3 weeks of creation time

Indicative total, MVP to full product$44,000about 6 weeks of creation time · start with the MVP from $13,000

Running costs per month

A rough indication of monthly hosting and AI model costs once it is live, not tested. Real costs depend on usage, file sizes and the models chosen.

StageHosting and infrastructureAI usageTotal per month
MVP and paid pilotabout 3 customers$40–$80$150–$310$190–$390
Full productabout 50 customers$160–$320$2,100–$4,200$2,260–$4,520
05

Run it or resell it

Internally

For your own team

Small game studios and independent developers building 2D and 3D games run it inside the business: project briefs, asset lists, gameplay notes, engine settings and playtest feedback in, studio-approved playable build linked to its asset and review record out, reviewed by your people.

For your clients

As part of your offer

Agencies, consultancies and software companies can offer it to their own clients under their brand. We build and maintain it; you sell and deliver it.

Your brand, or this one

Run it under your own brand, or start from this concept style.

  • primary#276f91
  • accent#c95854
  • surface#e4edf1
  • ink#22201e
Headings
Archivo
Text
Lora
Voice
Technical, direct, no hype
Selling it to your own clients: the go-to-market playbook

Pricing to test

Test a USD 300-1,500 fixed pilot for one defined asset package. Offer a monthly production allowance after repeat demand. Quote complex video, 3D or specialist design separately. These are test prices, not market benchmarks. Package the initial sale as one bounded studio-approved playable build linked to its asset and review record. Recurring fees must specify volume, review depth and integration support. For exchanges, test a disclosed coordination or successful-service fee rather than holding customer funds. Reprice only after measuring real delivery labor; platform-build cost is separate from a commercial pilot fee.

Message to test

Reduce tool switching and manual asset handling while keeping the studio's own project files and review history. Demonstrate a concrete studio-approved playable build linked to its asset and review record using the buyer's approved example and show the baseline, corrections and actual delivery effort.

Where to find buyers

Small game studios and independent developers building 2D and 3D games professional communities; specialist consultants serving this buyer; permissioned partner introductions; practical demonstrations at relevant trade or practitioner events.

Lead magnet

A reviewed sample studio-approved playable build linked to its asset and review record from a small authorized input set, with a transparent calculation of approved playable builds per production hour and defects found after build approval and no promised savings.

The first 30 days

  1. Week 1: interview five small game studios and independent developers building 2D and 3D games and inspect a recent example of game teams rent several engines and AI tools, move assets between them by hand, and lose track of which build, asset and review state is approved.
  2. Week 2: prepare a consented or synthetic demonstration of the three task modules.
  3. Week 3: seek one bounded paid pilot with agreed baseline and acceptance criteria.
  4. Week 4: measure approved playable builds per production hour and defects found after build approval, reviewer effort and repeat-purchase interest. This is a demand-validation plan, not a thirty-day full-product delivery promise.

Paid pilot

Agree quality and outcome thresholds before the pilot using this measure: Approved playable builds per production hour and defects found after build approval. Continue only if the buyer accepts the actual output, the intended job outcome improves without unacceptable errors, and measured delivery cost fits willingness to pay. Revise or stop if access is unavailable, qualified review cannot be provided, or apparent savings disappear after corrections and support. Use held-out cases when comparing model quality; use a properly reviewed comparison design before making causal claims. Record missing cases and negative results alongside successful outputs.

Success metrics

Approved playable builds per production hour and defects found after build approval; accepted-output rate; material error rate; reviewer correction time; actual repeat purchase.

Retention and expansion

Repeat the workflow when the buyer again needs studio-approved playable build linked to its asset and review record. Retain permissioned settings and reviewed examples, report realized value honestly, and sell increased volume or adjacent approved workflows only after contribution margin and quality remain acceptable.

Why clients would pick it

A reusable library of approved styles, production constraints and review examples, together with reliable delivery for a narrow creative niche. Build a permissioned library of representative task cases, reviewer corrections and verified operating constraints for small game studios and independent developers building 2D and 3D games. Repeatable delivery and useful integrations matter more than access to a base model.

Alternatives and positioning

Unveil Engine, Nitrode, Unreal Engine 5.8, Vevey, freelancers, creative agencies and generic generation tools. Compare this product with the buyer's present method on approved playable builds per production hour and defects found after build approval. Offer a bounded paid workflow instead of claiming broad autonomous expertise. Market uniqueness and competitor coverage are not verified.

Main delivery costs

Generation attempts, video or image processing, storage, reviewer hours, client revision rounds and licensed source assets. Additional initial validation requires representative authorized sample preparation, buyer interviews, buyer-side evaluation and bounded validation of studio-approved playable build linked to its asset and review record. Track cost per accepted output, including correction work, unsuccessful cases and support.

06

Safeguards

Preserve studio voice, source attribution, quotation accuracy and usage permissions. Studios approve substantive changes and publication scope. One target platform and one engine version; final gameplay balance, performance and publishing checks remain with the studio. Keep all consequential actions under authorized human control and do not fabricate missing inputs, permissions, professional judgments or market evidence.

Get this solution built

Built for you by our AI software factory, MVP in about 7 days. Tell us about your business and how you want to run it: inside your company, or as part of what you offer your clients. We reply within one working day.

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