Assets & AI
Assets give a game its visual identity, sound, and sense of place. They can also guide a player toward the next action: a bright sign can clarify a route, a sound can confirm a success, and a simple landmark can make a large space easier to remember.
You do not need to make every asset from scratch. Start with a clear player need, then choose the fastest reliable source: an item already available to your game, an item from the Marketplace, a file you prepared, or a result from the web AI Lab.
The asset path at a glance
- Choose a job. Decide whether the asset is a landmark, route marker, obstacle, reward, ambience, instruction, or decoration.
- Find or make it. Browse the Marketplace, use your Building Items collection, prepare a file, or generate a draft in AI Lab.
- Bring it into the right game. Having an item in My Items is not the same as placing it in a scene.
- Place and test it. Check the asset at player height and from the intended spawn point.
- Keep only what helps. A small, consistent set is easier for players to read than a scene full of unrelated props.
Think like a player, not a catalog
An asset earns its place when it helps a player understand where they are, what to do, or how the game should feel. A detailed model that hides the only route is less useful than a simple object placed clearly.
Before you keep an asset, ask:
- Can a new player recognize it at the moment they need it?
- Is it the right size beside an avatar?
- Does it block movement, a camera view, text, or an interaction?
- Does its style match the nearby objects, lighting, and sound?
- Have you tested it in the actual player path, not only while building?
Choose the right guide
| If you want to | Start here |
|---|---|
| Prepare a model, image, or sound for a game | Prepare and Use Assets |
| Browse shared items and keep an eligible one in your collection | Marketplace and My Items |
| Group related assets together | Asset Packs |
| Generate a private draft from the web tools | Use AI Lab |
| Place an item in a scene | Items and Assets |
A small first asset plan
For a first playable area, try one landmark, one route cue, one instruction, and one atmospheric detail. Test those four pieces with a player before adding decoration. That gives you a clear scene without making the first build hard to debug.
