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Describe a game, then play it in your browser

game studiogame developmentai gamesgodotunity
Describe a game, then play it in your browser

“A cosy pixel platformer with five levels about a hedgehog delivering letters, chiptune music, keep it easy.” That paragraph is the entire brief. Game Studio reads every direction in it — genre, look, level count, difficulty, music — and shows each one back beside the control it filled, before anything is spent.

1Brief2Design doc3Levels + art4Playable build
Brief → Design doc → Levels + art → Playable build
PIPELINECHARACTER SHEETS / REVIEWConceptLevelsKey artCastGame-ready artMusicBuildApproveRe-rollApproveRe-rollApproveRe-rollLayouts are data — rebuilding is freeRebuildPLAYABLE BUILD
The costly stages park at a gate: review the character sheets before paying to draw every sprite from them.

The model writes data, never code

Each level's layout is JSON against the engine's own schema, validated until it is always playable: a start, a goal, jumpable gaps, solvable puzzles. Rearranging a level costs nothing and invalidates no art — only the free rebuild. A mini-map preview draws every layout before a single picture exists.

Eight genres, four hand-written engines

Platformer, endless runner, top-down adventure, arena shooter, push-block puzzle, top-down racing, a 3D explorer — and a real walkable 3D adventure where your characters' own models find keys, open doors and dodge patrols. A genre is a set of rules and flags over an engine that already exists, so the planner can only ever plan something the engine can honour.

Characters that stay themselves

A model given the same name twice draws two different people. The reference sheet is what holds a character together: approved once, then fed into every sprite, every backdrop cameo and every mesh. 2D characters get a two-frame walk cycle drawn from their own first frame; 3D games run each turnaround through image-to-3D for a real model per character, which you can auto-rig and animate — or craft by hand in the 3D Studio and drop in.

Build, play, share

The build stage is free: engine, validated layouts and art are inlined into one self-contained HTML file. Play it in the workspace, download it, hand someone a link, or export a .game bundle that re-opens as a project anywhere. Levels can open with a cutscene — including one you plan in Film Studio from the game's own story.

Or take it to a real engine

Export the same design as a Godot 4 or Unity 2022.3 project, complete with an editor dock that pulls the latest design and assets down, and pushes playtest-tuned layouts back.

Open Game Studio, or walk through it first in the Game Studio tutorial.

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