Getting started
This walkthrough takes you from an empty account to a downloaded, engine-ready kit. The order matters: lock the style first, then generate. Everything you generate later is conditioned on the references you approve at the start.
1. Sign up
Create an account with your email and a password. New accounts get 200 free credits. That is enough for a style sheet plus roughly 15 props, or around 40 building pieces. See Credits & pricing for the full cost table.
2. Create a kit with the kit spec wizard
A kit is a project with one kit spec: the style bible every job reads. The wizard asks for:
- A name and an art style description (for example “stylized low-poly, hand-painted, chunky proportions”).
- A palette (pick a preset or enter your own hex colors) and negatives (things you never want to see).
- Grid unit and wall height for building pieces. The defaults are 2 m and 3 m.
- A poly budget preset (mobile, PC or hero), texture size and texel density.
- Your target engine: Unity, Unreal, Godot or plain glTF.
You can change the spec later, but changes only affect new jobs. Assets you have already generated keep the settings they were made with.
3. Kick off with a style sheet
Your first job should be a style sheet (5 credits). It produces four concept images from your spec: characters, architecture, props & equipment, and environment.
Approve the images that match what you want. Approved concepts become pinned references: every later job in the kit is conditioned on them at full weight. Reject the ones that miss. If none of them work, adjust the art style text and run another style sheet.
You can also upload your own reference images: paintovers, mood boards, or screenshots of your existing game. Only upload images you have the right to use. Pinned references are capped at four, so pin the ones that best represent the look. More on this in Style memory.
4. Plan the kit
Open Describe your game and write a few sentences about the setting and what the player does. The planner proposes a list of assets: building pieces with materials, props by category, equipment, textures and characters. Each item shows its credit cost.
Edit the names and prompts, deselect what you do not need, add missing items, then queue the selection. The total is charged when the jobs are queued.
5. Generate per kind
You can also queue assets one at a time from each category:
- Building pieces (4 credits): pick a piece type, material and width (1 or 2 grid units).
- Props (10 credits): prompt, category and optional target size.
- Equipment (10 credits): like props, plus the socket it attaches to (right hand, left hand, head, back, hip).
- Textures (5 credits): a tileable material or a trim sheet, with PBR maps.
- Characters (25 credits): body sliders, outfit, equipment and animations. See Characters.
When the queue has been idle, the GPU worker is shut down to save cost. The first job after a quiet period waits for a cold start, usually about 3 minutes. After that, jobs run back to back.
6. Review: approve or reject
Finished assets land in review with a 3D preview, four fixed-angle renders, triangle count, bounding box and a style score. Approve the ones you would ship. Approving feeds the style memory: approved assets become candidate references for future jobs, and every 15 new approvals trigger a style LoRA retrain. Rejected assets are never used as references.
If a job fails permanently (after up to 3 attempts), its credits are refunded automatically.
7. Package and download
Click Package kit (free) to build a zip for your target engine. It contains folders per category, consistently named files, a README, a LICENSE and an AI_DISCLOSURE file. Then follow the import guide for your engine in Engine import.
Tips for a first kit
- Start small: a style sheet, 6 to 10 building pieces in one material, and 5 props. Review them before scaling up.
- Keep prompts short and concrete. The art style already lives in the spec, so describe the object, not the style.
- Reject freely. A few strong approvals do more for coherence than many mediocre ones.