The media library and the creator asset editors.
Asset Studio
Beyond maps and content, the Studio ships a suite of asset editors for making the art, audio, and effects your game uses. Everything they produce lands in the shared media library and becomes selectable from every content form — items, mobs, NPCs, tilesets, and more.
There are two things people mean by "the Asset Manager", and it helps to keep them straight:
| Surface | What it is | How you open it |
|---|---|---|
| Asset Manager (workspace) | A full-screen studio with a sidebar of asset editors — Library, Animations, Pixel Editor, VFX, Sound Studio, Fonts, Shaders, Atlas Packer | Editor Tools → Asset Manager, or Ctrl+Shift+A |
| Media Manager (file library) | The actual file library — upload, folders, search, tag, delete, AI-generate. It's what pops up when you click any media field in a form | Automatically, from any media field in a content form; the manager's Library tab also links to it |
This page covers both: how to get media in (the Media Manager), and how the editors around it are organized. Each editor has its own page in this section.
Opening the Asset Manager
From the zone editor, open Tools → Asset Manager or press Ctrl+Shift+A. The Tools submenu lets you jump straight to a specific tab (Library, Animations, Pixel Editor, VFX Editor, Sound Studio, Fonts, Shaders, Atlas Packer). The window has a vertical tab sidebar on desktop and a horizontal strip on mobile.
The Library tab is a read-mostly grid across every asset kind (images, animations, tilesets, audio, video, VFX, fonts, shaders, atlases) with a search box and type chips — a good place to see everything at a glance. The other tabs are the editors documented on the following pages.
The Media Manager — getting files in
You'll spend most of your asset time here. It opens by itself whenever you click a media field in any form (an item icon, an ability icon, a tileset, an NPC portrait…), and it also runs as a standalone browser. In a form it shows a Select Mode badge and hides the folder stats to stay compact; standalone it shows folders, storage stats, and a sync footer.
Uploading
You have several ways to add files:
- Upload button — opens a file picker; select one or many files at once.
- Drag and drop — drop files anywhere on the grid. You can even drop an OS folder and its subfolder structure is recreated inside the library.
- Drop onto a field — a media field in a form accepts a single dropped file directly.
- Link — the Link button adds a remote asset by URL (with an optional name) instead of uploading bytes.
Supported types: images (png, jpg, jpeg, gif, webp, svg, bmp), audio (mp3, wav, ogg, webm, flac, aac, m4a), video (mp4, webm, ogv), and fonts (ttf, otf, woff, woff2).
> Large files just work. On hosted projects, big uploads go straight to cloud storage via a signed URL, bypassing the ~4.5 MB server-action body cap. You never have to think about it — just drop the file.
Duplicate detection
Every upload is fingerprinted (SHA-256). If an identical file already exists, a resolver dialog appears:
- Same filename → Skip or Upload anyway
- Different filename → Use existing (default) or Keep both
- A "Apply to all remaining files in this batch" checkbox handles bulk drops in one decision.
Folders
The left sidebar lists folders. The root is called Home.
- Create a folder with the folder-plus button, type a name, press Enter. Folders nest — a new folder is created inside whichever folder you're viewing.
- Navigate with the folder list or the breadcrumb trail (Home → … ).
- Scoping: browsing shows only the files in the current folder (not everything underneath it). This keeps large libraries manageable.
- Searching escapes the scope — a search spans every folder, so you can always find a file regardless of where it lives.
Finding assets
- Search — matches both the display name and the original filename, across all folders.
- Sort — Newest/Oldest updated, Newest/Oldest added, Name A→Z / Z→A, Largest, Smallest, or by Type.
- View — toggle Grid or List.
- Type filters (sidebar) — All, Images, Audio, Video, Links, each with a live count.
- Top tabs (standalone) — All Assets, Images, Tilesets, Animations, Audio, Video, plus two smart buckets: Generated (AI-made assets) and Unsynced (pending sync).
- Load more — the grid pages in as you scroll (200 at a time), with a manual Load more button as a fallback.
Working with a single asset
Hover or click an asset for its actions:
- Preview / magnify — opens a full-size preview (also on double-click). Images support wheel-zoom, drag-pan, and reset.
- Edit — the only single-item editor: change the Name and edit Tags (comma-separated).
- Details — the preview panel lists name, type, MIME, pixel size, file size, duration, sample rate/channels (audio), filename, tags, and created date.
- Used By — for any asset, see every place it's referenced (table · field · label), or "Not referenced anywhere — safe to delete." Check this before removing anything.
- Regenerate (AI images only) — the panel shows the original prompt, provider and model, with a one-click Regenerate.
Bulk actions
Select multiple assets (checkboxes) and a bulk toolbar appears:
| Action | What it does |
|---|---|
| Move (N) | Move the selection into another folder |
| Delete (N) | Delete the selection (with confirmation) |
| Rename (N) | Add a prefix and/or suffix to every selected name |
| Tag (N) | Add and/or remove tags across the selection |
This is the intended path for cleaning up, reorganizing, and removing media.
Importing existing content
- URL / Link import — the Link button (above) references a remote file without copying it.
- Library "Import" funnel — on the Asset Manager's Library tab, the Import button opens a per-file table where each file gets a name and an "Import as" choice: Image, Tileset, Sprite sheet → Animation (with frame width × height), Audio, or Video. Sprite sheets become configurable animation assets; everything else lands in the library.
- Whole-project imports (RPG Maker / RPG Tools) are separate importers — see Data Management.
Generating assets with AI
- Generate (the ⚡ button) opens the image generator: Prompt, Negative prompt, Asset type (Icon, Tileset, Sprite, Texture, VFX, UI, Concept), Style preset (Pixel Art, Isometric, Stylized, Realistic, Hand-drawn, Photoreal), Model & Quality, Size, and a Transparent background toggle. It shows credits available and the per-generation cost, and offers Generate variation afterward.
- Audio generation — media fields for audio open a Sound Effect or Voice Line generator (prompt or line, voice selection, duration).
- AI Settings — manage per-asset-type style reference images that steer future generations toward your game's look.
How an asset gets referenced
When you pick an asset, the form receives both a media id and a resolved src (URL or data URI). Which one is stored depends on the field — some editors store the id, others store the URL directly (for example, an ability's icon stores the resolved URL). You don't manage this yourself; just pick the asset and the field records the right thing.
On hosted projects, files are content-addressed in cloud storage (identical bytes dedupe to one file); locally, small files are inlined and larger ones stored on disk in your project's data folder.
Syncing (standalone footer)
The footer shows local/remote status, pending upload/download counts, and any conflicts. Sync Now processes the queue; Sync Activity opens a log where you can resolve conflicts. Sync is what keeps a project's media consistent between your machine and the hosted copy.
The editors at a glance
Each of these is a tab in the Asset Manager, documented on its own page:
| Editor | What it makes | Page |
|---|---|---|
| Avatar & Sprite Editor | Sprite sheets mapped to named animations (used by players, mobs, NPCs) | Avatar & Sprite Editor |
| Sound Studio | A full in-browser DAW plus the data-driven game-audio engine | Sound Studio & Audio |
| Shader Editor | Post-processing and sprite effects (presets or raw GLSL) | Shader Editor |
| Atlas Packer | Packs a zone's images into efficient texture atlases | Atlas Packer & Fonts |
| Font Manager | Uploaded / Google fonts assigned per UI role, with baked bitmap atlases | Atlas Packer & Fonts |
| Pixel Editor | A built-in pixel-art paint tool | Pixel Editor |
| VFX Editor | Death effects, hit sparks, AOE visuals, telegraphs, lights | Visual Effects |