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The world editor

Build 3D worlds with AI, then shape them by hand

The AI builds the first world. After that the world is material in your hands: select an object to move and recolour it, add a shape, change the time of day. All of it is instant and undoable, and none of it needs the AI.

Instant editsUndo and redoNo AI needed
Picture of the scene
Objects in the scene

Tap an object in the scene, or pick its name from the list, to move and recolour it.

A small live sample of the idea: tap an object in the scene or pick its name, then move it, recolour it, add an obstacle and undo. The studio’s editor goes further: rotate, scale, duplicate, delete, your own models, the player and the rules.

The idea

The world is data, not code

This one decision is what makes editing fast and safe.

A list of objects

The world is a list: each object has a shape, a position, a size, a colour and a role. Moving an object changes a number in the list, not a line in a program.

Instant and undoable

Because a change is data, it applies at once and is undone with a click. No waiting for a build and no fear of breaking something.

The AI for what is big

Moving a tree needs no AI and spends no credits. Leave it the bigger things: “add a village” or “turn it into a race”.

1The editor

Three panels around one viewport

In the middle is the world itself, which you orbit and zoom. Beside it is the scene tree with every object, where you search, hide and lock. On the other side is the inspector of the selected object: its name, its position in numbers, its colour and its role. Above the viewport sit the select, move, rotate and scale tools.

  • Click to select; move, rotate and scale with handles that snap to the grid
  • Duplicate, delete and focus on an object
  • On phones: the viewport first, with panels opening from a bottom bar
2Objects

Ready shapes and your own models in one library

Most worlds are built from a few shapes, such as a cube, a cylinder, a cone and a floor. You drag a shape into the world, or tap it, and it is placed; then you give it a colour and a role. When you need something the shapes cannot build, you upload your own 3D model.

  • Basic shapes that are light on every device
  • Uploaded GLB models, within size limits
  • For each object: solid or not, shadow or not
3Interactions

A role turns a shape into part of the game

A cube stays a cube until you give it a role: a moving platform, a pickup, a checkpoint, a hazard, a finish line, or an area that triggers an event. Then you choose how the player moves and what the rules are: the goal, the timer, the lives, and where they return after a fall.

  • Roles: moving platform, pickup, checkpoint, hazard, finish, trigger area
  • Player: third person, first person, vehicle, orbit viewer
  • Rules: goal, timer, lives, respawn
By hand or in words?

When to edit yourself and when to ask

The rule: what you can point at, edit by hand. What you would have to explain, ask for.

  • In the editor, no AIThis tree hides the finish line

    Select it and drag it aside. Two seconds, and no credits.

  • In the editor, no AIThe moving platform is too fast

    Select it and lower its speed in its role settings.

  • In the editor, no AII want the scene at night

    Open the environment panel and move the time of day. Light and shadow change in the same instant.

  • Ask the AI“Add three obstacles between the steps and the finish line.”

    Three new objects with their roles in sensible places, which you then adjust by hand.

  • Ask the AI“Turn the island into a warehouse to walk through.”

    A new world with its objects and its way of moving. A change this size is not done one object at a time.

  • Ask the AI“When the player collects all three gems, open the gate.”

    A rule that ties objects together. That takes logic, so it is asked for in words.

An editing session

How to build and edit a 3D world

A typical session, from an empty world to one that plays.

  1. 1

    Start from a description or a template

    Write what you want or choose a ready world. You get a world with ground, objects and a player.

  2. 2

    Arrange the objects

    In “Edit world”, select objects and move, rotate and scale them until the route looks the way you imagine it.

  3. 3

    Add what is missing

    Drag shapes from the library or upload your models, and give each object its colour and its role.

  4. 4

    Set the environment

    Choose the time of day, the sky and the fog. Lighting is half the mood.

  5. 5

    Set the player and the rules, then play

    Choose how the player moves and the goal, and switch to “Play game”. Go back to editing whenever you notice something.

Plainly

What the editor is not

Not a modelling programYou arrange objects, colour them and give them roles. You do not sculpt models or paint textures inside it.
Simple collisionsSolid objects block the way and the player stands and jumps on them. There is no full physics simulation yet.
A world has size limitsTriangles, textures and lights have a ceiling shown on meters, so that the world runs on players’ devices.
Your models are your responsibilityUpload what you have the rights to. The accepted format is GLB.
FAQ

Questions people ask

Is the sample at the top the studio’s actual editor?
No. It is a small sample we wrote for this page so you can try the idea: objects you select, move and recolour instantly, with undo. The studio’s editor has more: handles for rotating and scaling, a scene tree, your own models, a player and rules.
Do I need the AI for every edit?
No. Moving and recolouring objects and changing the lighting, the player and the rules all happen directly in the editor, instantly and without credits. The AI is for changes that are tedious object by object, or that need logic.
Does the editor work on a phone?
Yes, with a layout designed for phones: the viewport fills the screen, panels open from a bottom bar, and the move handles are sized for a finger. For long sessions a larger screen is still more comfortable.
Which model formats are accepted?
GLB, within your plan’s size limits. Very heavy models are refused so that they do not weigh the world down on players’ devices.
Can I undo a change the AI made?
Yes. A version of the project is kept before each change and you can return to it. Manual edits in the editor have their own undo and redo.
Can I build a world with no game in it, just to show?
Yes. Choose “orbit viewer” as the way of moving and set no objective. That is how showrooms and room walkthroughs are built.

The AI builds the first world. The rest is in your hands.

Describe a world, then move, colour and light it as you like, and publish it to a link when it is done.