Assets & AI
back to documentation

Assets & AI

Create, organize, and test models, media, and web AI Lab results for your game.

Prepare and Use Assets

Good assets are not just attractive files. They are easy to identify, serve a clear purpose, and still work once a player is moving through the scene.

Before you add anything

Use this quick check before you upload, save, or place an asset:

  • Make sure you are allowed to use it in your game.
  • Give it a clear name, such as Forest trail sign instead of final 2.
  • Write down the player job it serves: direction, mood, reward, instruction, cover, or decoration.
  • Keep its visual style close to the objects around it.
  • Start with one known place to test it.

Build an asset for the player moment

Think about the moment a player meets the asset, not only how it looks in a file browser.

Asset kind Test this first
3D model Can a player walk around it, recognize its purpose, and still see the intended route?
Image or texture Is it readable at the distance where players first see it? Does it fit the material or sign it is meant to support?
Sound Does it support the moment without hiding important feedback or becoming distracting when repeated?
Asset pack Can you identify which included items belong in the current game before adding the whole collection?

Put an item to work in a game

  1. Open Building Items to find or create the item.
  2. Open the game where you want to use it and enter Build mode.
  3. Add the item to that game when the creator flow asks which items should be available there.
  4. Place it near a known landmark, then use Move, 3D Rotate, and Scale to set it at player scale.
  5. Leave Build mode and walk the real player route from the intended spawn.

An item in My Items is your collection. It still needs to be made available to the specific game and placed deliberately in the scene.

Test from more than one view

After placing an asset, test each of these:

  1. First view: what a player sees immediately after spawning.
  2. Approach: what it looks and feels like while walking toward it.
  3. Interaction view: whether it hides a button, trigger area, sign, or other important object.
  4. Exit view: whether it creates a confusing obstruction after the player moves past it.

If an asset is decorative, it should not become an accidental wall. If it is instructional, it should not be so small or hidden that players miss it.

Keep reuse simple

Use a consistent naming pattern for repeated props and keep one known-good version before making variations. When you update a shared-looking item, retest each important place where you use it. Small changes to scale, contrast, or sound level can feel very different in another part of a game.

Next: Marketplace and My Items, Asset Packs, or Items and Assets.