Promo art and in-game art drift apart
Teams often end up duplicating cleanup work because the same visual elements live in several disconnected files.
Use case: Game asset production
Split repeated asset work into editable layers so your team can iterate character promos, UI fragments, and marketplace art faster.
Teams often end up duplicating cleanup work because the same visual elements live in several disconnected files.
Live games and seasonal content benefit from assets that can be adjusted part by part.
A browser workflow with cleaner exports reduces the friction between concept, production, and marketing teams.
01
Start from an existing asset or generate a fresh concept inside the same workspace.
02
Focus on characters, props, backgrounds, badges, and interface fragments that need reuse across channels.
03
Hand off editable PNG layers so future updates and campaign variations are faster to produce.
Teams can ship updates without rebuilding everything from flat art each time.
A cleaner layer structure supports game clients, store pages, ads, and announcement assets.
Layered exports make it easier for several teams to work from the same underlying asset logic.
No. It also helps with UI fragments, promotional images, store assets, props, and other repeatable visual components.
Yes. It is especially useful when your team needs partial updates, event variants, and repeated asset cleanup on short timelines.
A browser-first workflow makes it easier to centralize import, cleanup, and export for repeated production work instead of starting from scratch in several tools.
One workspace for image-to-layers production
Open the workspace, test a real image, and move from flat artwork to organized layers in one place.