Inspiration We wanted to replace a fragmented game-development workflow—where models, animations, effects, and audio are created in separate tools—with one visual studio connected directly to the game.
What it does Asset Studio lets creators import 3D models, edit animations, build VFX, generate audio, create world blueprints, preview abilities, test performance, and publish approved assets into Echoes of Luna.
How we built it We built it with JavaScript, Three.js, Web Workers, IndexedDB, and local authoring APIs. The studio shares its VFX and animation runtime with the game, ensuring previews closely match actual gameplay.
Challenges we ran into The biggest challenges were synchronizing animation, VFX, sound, camera, and gameplay timing; supporting different 3D formats; maintaining good performance; and protecting projects through autosaves and versioned revisions.
Accomplishments that we're proud of We created a complete pipeline that moves an asset from import to playable testing and activation. We are especially proud of the real-time 3D previews, reusable effect packages, portable heroes, world builder, and quality validation tools.
What we learned We learned that creative tools work best when artists receive immediate visual feedback. Sharing the same runtime between the editor and game also prevents inconsistencies and reduces integration work.
What's next for Asset Studio Next, we plan to add more asset formats, smarter creation assistance, improved collaboration and sharing, larger reusable libraries, and more advanced animation, physics, audio, and world-building tools.
Built With
- codex
- gpt
- hermes
- higgs
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