DOCS
Building games

Tools

One tab per job — the Game Editor, the asset editors, and the tools for data, docs, dialogue and publishing.

A project is not one screen. The chat and the live preview are the Game Editor, and everything else opens as its own tab beside it: an image editor, a spreadsheet for game data, a node graph for dialogue, the publish form. They all work on the same project, so a change in one shows up in the others.

Opening a tool

The tab strip above the preview has a + on the right. Click it, pick a tool, and it opens as a closable tab. Tabs are per-session — closing one throws nothing away.

You rarely have to go looking, though. The agent opens the right tool for you. Ask for a sound effect and it opens the SFX Editor with your prompt already typed in; ask it to add a shop and it may author a data table and open it so you can set the prices. That is the normal shape of the loop: the agent does the wiring, then hands you the surface where the human judgment lives.

Every tool is also reachable from the grid menu in the top bar, and the project Dashboard has an illustrated card per tool if you'd rather browse than search.

The tools

Making things

ToolWhat it's for
Game EditorChat with the agent, watch the live preview, and edit the scene visually. See The editor.
Assets ManagerThe project's inventory — find, search, organize into folders, upload, rename, delete. It does not generate or edit; that is what the per-type editors below are for.
Asset StoreBrowse and get ready-made asset packs, yours or other people's. See Asset Store.
Image EditorOne image, end to end: generate it, resize/crop it, set a collision hitbox, carve it into named regions and 9-slices, or pack many loose sprites into one atlas.
Pixel ArtistDraw pixel art by hand — layers, a frame timeline with onion skin, selections and transforms, Aseprite import. See Pixel Artist.
Spritesheet EditorRefine an animated sheet: frame order, per-frame timing, FPS, animation tags, playback preview.
SFX EditorShort sounds — jump, hit, pickup, UI click — generated from a prompt, then trimmed. See Sound and music.
Music EditorLooping background music and themes, same flow.
Model EditorEdit an existing 3D model: recolor a material, move a part, add attachment points, apply the standard movement animations. See 3D models.
Tileset EditorTurn an image into a paintable tileset — cell grid, autotile rules, per-tile collision, animated tiles.
Tilemap EditorPaint the map with that tileset — brush, rect, bucket, layers, undo. See Tilemaps.

Authoring content, not code

ToolWhat it's for
Data TablesBalance and content as a spreadsheet — prices, enemy stats, loot tables, level configs. See Data tables.
DialogueScripted conversations as a visual node graph — intros, cutscenes, branching talks. See Dialogue.
DocumentsThe game's design docs, in plain prose, shared with the agent. See Design documents.
PlaybooksOne file per AI character describing who it is and how it plays. See Living NPCs.

Running the project

ToolWhat it's for
Code ViewerRead the project's source, file tree and diffs. Read-only.
Change HistoryEvery agent turn as a commit, with what changed and what was published. See Change history.
MembersInvite collaborators and players. See Collaborators.
Game SettingsTitle, description, translations, capabilities, forkability, SDK version.
PublishThe store listing, the review, and the release. See Publishing.

Why editing is split by asset type

Each asset type has one tool that owns it from generate through edit. There is no separate "generation" screen you have to visit first and no modal chain to get out of: open the Image Editor and you either pick an existing image or generate a new one, and either way you land on the same canvas with the same tools.

The Assets Manager is deliberately the odd one out — it is an inventory, not an editor. It answers "what do I have and where is it," and hands off to the right editor for anything else.

Changes show up everywhere

The tools share one project, and they tell each other when something changes. Pack an atlas in the Image Editor and the Assets Manager list updates without a reload; save a tilemap and the live preview re-renders it without a rebuild; save a data table and the preview is rebuilt for you, because that file is bundled into the game.

If something looks stale anyway, the agent is probably mid-turn on the same file — tools refuse to write over an agent that is working, and say so.

Next steps

On this page