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Creation

The Studio should feel simple first, then reveal power.

The Studio is the core product. A creator should be able to start with a sentence, play the result, select objects, ask for changes, adjust rules, import assets, save progress, and publish when the game is ready.

The creation loop

The core loop is: describe, build, play, edit, verify, publish. The assistant should not blindly one-shot every request. If the request is vague, it should ask useful questions. If the request is clear, it should build a playable first version quickly.

A first version is not the finish line. It is the first playable object that lets the creator judge the game and continue improving it.

What a real game needs

Shooter

aiming, recoil, reload, ammo, hitboxes, enemy health, player damage, feedback, fail state

Platformer

jump arc, platforms, hazards, fall reset, collectibles, checkpoints, camera, finish condition

Racing

vehicle handling, track, checkpoints, lap timing, collisions, speed feedback, result screen

Adventure

world structure, characters, quests, inventory, progression, dialogue, save state

Editing has to respect state

The assistant should understand the current game, not restart from scratch every time. If a creator selects a wall and asks to make it concrete, the wall should change. If the creator says the map is too small, the map should expand without deleting working weapons, enemies, UI, or progression.

Serious editing needs receipts: what changed, what stayed the same, what still needs work, and whether the change was actually applied.

Manual control still matters

AI should make creators faster, not trap them inside a chat box. The Studio direction includes object selection, inspectors, asset libraries, properties, project history, imported assets, playtesting, and publish controls. The right tools should appear when the project needs them, instead of overwhelming every user from the first screen.

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