
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.
- 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
What it does
Reduce tool switching and manual asset handling while keeping the studio's own project files and review history.
- Create 2D and 3D games in one project.
- Guide users through development tasks with an AI assistant.
- Provide a beginner-friendly interface.
- Manage assets and game components without extensive coding.
- Offer free access to explore capabilities.
- Guide step-by-step creation of terrain and characters.
- Show a project overview canvas with asset connections.
- Generate 2D sprites and 3D meshes from text descriptions.
- Script and prototype gameplay mechanics quickly.
- Support 3D mesh terrain with overhangs and caves.
- Provide dynamic global illumination for current-gen consoles.
- Connect AI agents to the editor through the Model Context Protocol.
- Provide an isolated space for editor experiments and promotion of chosen changes.
- Support real-time collaborative editing.
- Generate daily puzzles and game guides.
- Publish finished games to the community.
- Sync projects across iOS devices.
- Compare the reviewed result with the recorded baseline and value assumptions.
- Capture corrections and named-owner approval before consequential use.
- 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
- 2D and 3D game creation Allows users to build both 2D and 3D games within the same platform.Found in Unveil Engine, Vevey
- AI assistant guidance Provides an AI assistant that guides users through game development tasks.Found in Unveil Engine, Nitrode, Vevey
- Beginner-friendly interface Offers an interface designed to lower the entry barrier for new developers.Found in Unveil Engine
- Asset management tools Provides tools for managing assets and game components without extensive coding.Found in Unveil Engine
- Free access Offers free options to explore capabilities before committing financially.Found in Unveil Engine, Nitrode, Unreal Engine 5.8 and 1 more
- Step-by-step element creation Guides users step-by-step in creating game elements like terrain and characters.Found in Nitrode
- Project overview canvas Shows a bird’s-eye view of the entire project, including asset connections, for intuitive editing.Found in Nitrode
- AI asset generation Generates 2D sprites and 3D meshes from simple text descriptions.Found in Nitrode
- Rapid gameplay scripting Allows quick scripting and prototyping of gameplay mechanics.Found in Nitrode
- 3D mesh terrain Uses a 3D mesh-based approach for terrain, supporting overhangs, caves, and non-heightbound landscapes.Found in Unreal Engine 5.8
- Dynamic global illumination Provides a dynamic lighting system optimized for current-gen consoles.Found in Unreal Engine 5.8
- AI agent integration Lets AI agents connect to the editor via the Model Context Protocol for tasks like asset management and testing.Found in Unreal Engine 5.8
- Isolated editor experimentation Provides an isolated space to make editor changes and promote only desired modifications.Found in Unreal Engine 5.8
- Real-time collaborative editing Lets multiple people work on the same project simultaneously.Found in Vevey
- Daily puzzle and game guides Generates daily puzzles and games like Wordle and Landmarkr.Found in Vevey
- Game publishing to community Allows finished games to be published for others in the community to play.Found in Vevey
- Cross-device project syncing Syncs projects across iOS devices so users can continue where they left off.Found in Vevey
What goes in, what comes out
- Project briefs
- Asset lists
- Gameplay notes
- Engine settings
- Playtest feedback
AI drafts, people review. Visual production platform with managed creative review.
- Studio-approved playable build linked to its asset
- Review record
How it works
The workflow
- InStart with
Project briefs, asset lists, gameplay notes, engine settings and playtest feedback
- 1
Confirm the buyer's problem and scope
- 2
Collect project briefs
- 3
Asset lists
- 4
Gameplay notes
- 5
Engine settings and playtest feedback
- 6
Then follow this sequence: 1
- OutFinish 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.
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
Scoping call
Day 1Thirty 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
MVP
7 daysOne 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
Paid pilot
8 daysAccounts, roles, review states, audit trail and the first integration, hardened for two to three paying pilot customers.
- 4
Full product
3 weeksSelf-serve onboarding, billing, monitoring and the wider integration set.
- 5
Run and improve
MonthlyWe 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.
- 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"?
- Build only what tests it. One team, one use case, a few core modules. People do the rest by hand for now.
- 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.
- 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.
Investment
A planning range to start the conversation, not a quote. You pay per phase, so you can stop after the MVP.
- 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.
- Phase 2
Paid pilot
Accounts, roles, review states, audit trail and the first integration, hardened for two to three paying pilot customers.
- Phase 3
Full product
Self-serve onboarding, billing, monitoring and the wider integration set.
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.
| Stage | Hosting and infrastructure | AI usage | Total 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 |
Run it or resell it
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.
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
- 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.
- Week 2: prepare a consented or synthetic demonstration of the three task modules.
- Week 3: seek one bounded paid pilot with agreed baseline and acceptance criteria.
- 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.
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.