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.
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 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”.
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
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
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
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.
How to build and edit a 3D world
A typical session, from an empty world to one that plays.
- 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
Arrange the objects
In “Edit world”, select objects and move, rotate and scale them until the route looks the way you imagine it.
- 3
Add what is missing
Drag shapes from the library or upload your models, and give each object its colour and its role.
- 4
Set the environment
Choose the time of day, the sky and the fog. Lighting is half the mood.
- 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.
What the editor is not
Questions people ask
Is the sample at the top the studio’s actual editor?
Do I need the AI for every edit?
Does the editor work on a phone?
Which model formats are accepted?
Can I undo a change the AI made?
Can I build a world with no game in it, just to show?
More about 3D Game Design
3D Game Design
Describe a world or a game and get a lightweight, stylised 3D experience that runs in the browser on the player’s device, with a visual world editor and edits in plain words.
Open the studio pageCreate 3D browser games
How a 3D game really runs in a browser: where it is drawn, what the player’s device needs, how performance adapts and how you publish.
See the details3D game templates
Seven ready worlds: exploration, obstacle course, kart racer, warehouse walkthrough, room walkthrough, puzzle adventure and product showroom.
See the detailsStill deciding between 2D and 3D?
2D Game Design
Describe a game and play it in your browser within minutes: menu, levels, score, win and lose, sound and touch controls. Tune it with sliders and publish it to a link.
Open the studio page2D vs 3D game maker
A guide that helps you choose: the kind of experience, the effort to make it, devices, touch controls, and five questions that settle it.
Read the guideThe 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.