assetyardby Binary Helix

THE ASSET TOOLKIT FOR GAME DEVELOPERS

Your next game
needs more
than code.

Give it a world. A cast. A sound of its own. Create game assets from the same terminal where you build your game.

One login. One balance. Ordinary local files.

Generated artwork of a courier spacecraft above an orbital station
FROM PROMPT TO PLAYABLEPlay Voidwake ↗
your-game / characters
assetyard generate model \
  --prompt "A salvage pilot in a neutral T-pose" \
  --geometry-profile character \
  --animation-pack humanoid_core \
  --out assets/pilot.glb

✓ Textured. Rigged. Animated. Ready for review.

IMAGESANIMATED 3D3D SCENESVOICESSOUND EFFECTSMUSICVIDEO

FREE BETA · BY APPLICATION

Try it while
we scale it.

Asset Yard is opening in batches as we add capacity. The beta is free. Sign in with Google, answer a few questions, and we email you when you are approved. It built the game Fast Rocket, and it is still changing: limits and prices can move during the beta. The beta page says exactly what approval gives you.

NOT A MOCKUP · GENERATED WITH THE COMMANDS ON THIS SITE

Spin it. Play it.
Then take the file.

The Hollowreach pack is 56 real assets made with Asset Yard, and each one prints how it was made. Drag the character. Press play. Everything here downloads free.

Preparing the viewer…

Ashfen Dragon · modelled and textured in one command
Bone Sentry, generated with Asset Yard
Bone Sentry · generate image
0:00
The Warden Wakes · generate music
0:00
Chest Open · generate sfx

Two small games, both built from the pack above and nothing else. One turn-based in Phaser, one real-time in Three.js with the rigged characters. Each is one file plus a block of asset names you can change.

865k triangles of geometry, 38 credits spent, and the command printed next to every file.

A CHARACTER, NOT JUST A MESH

Prompt to animated GLB.
One command.

Asset Yard builds the reference, reconstructs the textured model, adds a humanoid rig, and generates named motion clips. The final file imports into Three.js, Godot, Unity, and other GLB-capable engines.

01

Reference

A clean full-body character image.

02

3D modeler

A textured, game-ready mesh.

03

Rigger

A named humanoid skeleton and skin.

04

Animator

Idle, movement, combat, or gesture clips.

Choose a core, standard, or combat animation pack. Keep the static and rigged intermediate files in your private library.

Build an animated character

A PLACE, NOT JUST A PICTURE

One picture in.
A 3D place out.

One command rebuilds a generated or painted picture as a textured 3D scene. The GLB carries the camera that took the picture and a floor that a character can walk on.

01

Picture

A wide, raised view with a flat floor in frame.

02

Environment backend

A textured backdrop at metric scale.

03

Floor

A walkable grid and a hidden collider.

04

Game

A camera at the source view, and room to walk.

assetyard generate environment --reference-image assets/hall.png --out assets/hall.glb

The environment backend is open to every account. It costs 0 credits during the free beta.

See three rooms, each built from one picture

BUILT FOR THE WAY YOU WORK

Stay in the flow.
Make the whole scene.

Use Asset Yard yourself, or give the CLI guide to your coding agent. Both use the same commands and account credits.

01 / CREATE

A prompt becomes a file.

Request an asset and download it directly into your project. No project ID or browser filesystem required.

02 / ITERATE

Keep the character.

Use a reference image for your next scene. Reuse a named voice for your next line of dialogue.

03 / SHIP

Your game stands alone.

Import the files into your engine. Your players do not need an Asset Yard account or a runtime token.

GAMES MADE WITH ASSET YARD

Three real games.
Two small samples.

These are playable games whose voices, music and art came from Asset Yard. Below them are two small sample games built only from the free pack.

Three heroes hold a line against a Rattle Sentry and two Wick Worms in a candle-lit cryptGOTHIC PARTY CRAWLER · BROWSER NOW, ANDROID IN TESTING

Knelldeep

A Hollowreach Descent. A cursed bell pulled a town into a sinkhole, and you go down after it.

A voiced gothic party crawler, built in one day. Three heroes hold a line in painted rooms that swing open into real 3D, and every blow is a timing check you tap. Asset Yard made every picture, room, voice, sound and song in it, each one on the first attempt: 74 pictures, 6 rooms, 275 voice lines and 199 sound effects.

This is the first floor, not a finished campaign. One descent, one boss, and a daily run. The game page says so as well.

Free to play in the browser now. Android: on the Google Play internal test track.

Humanity: First Year logo artSPACE EXPEDITION · BROWSER, STEAM, ANDROID

Humanity: First Year

An HFY Story. HFY is the fan-fiction genre where humanity is the underdog; the title's initials are a nod to it.

A voiced real-time 2D space expedition game, made in about two weeks. Asset Yard made 1,875 voice lines, 38 music tracks, 29 sound effects and about 145 images.

Free to play in the browser now. Steam: coming soon. Android: in testing.

AlarmJerk capsule art: a garden gnomeALARM CLOCK AND SPOKEN ADVENTURE

AlarmJerk

An alarm clock run by a garden gnome who insults you awake. It includes Church Mode, a spoken choose-your-own-adventure with 247 scenes and 46 endings that you answer yes or no. Asset Yard made all 2,645 recorded voice lines, 285 photographs and 50 songs.

Playable in the browser at alarmjerk.com. Coming to Steam and mobile.

The 2D crawler in a fight: a Bone Sentry in a torch-lit corridor, and a critical strike on the timing meterSAMPLE GAME · 2D

The 2D crawler.

A small turn-based game in Phaser, built only from the free pack.

Play it
The 3D build in a fight: Vale, the sword and shield hero, lands a hit on two stalkers in a torch-lit stone hallSAMPLE GAME · 3D

The 3D build.

A small real-time game in Three.js with the rigged characters, built only from the free pack.

Play it
THE FILES BEHIND THEM

The free pack.

Every asset the two sample games use, with the command that made it.

Download it

IN PLAIN TERMS: ONE GAME, DESIGN TO PLAY STORE, IN ONE DAY

A voiced party crawler
in 21 hours.

Knelldeep is a gothic party crawler set under Hollowreach. A cursed bell dragged the town into a sinkhole. Three named heroes climb down and hold a line against what lives there. It is free in a web browser and it needs no account.

A room in the Descent
Three heroes with a lantern, a rope and a bell shield face a Rattle Sentry and two Wick Worms in a candle-lit crypt
The same room, one round later
The same crypt in a fight, with health bars over each unit and labelled intent cards showing the next enemy move

You take three heroes from a roster of four and stand them Front, Middle and Back. The rank decides what a hero can do. Each round the monsters show what they will do next, then you answer. It plays in a browser tab and on a phone in landscape.

THE HOOK

Every blow is a check.

There is no attack roll. When a hero swings, a bar sweeps and you tap it. When a monster swings, a ring closes on the hero and you tap that. Timing is the only power that carries between runs, so a better player wins with the same heroes.

THE ROOMS

A painting opens into a room.

Each room begins as a flat painted picture. The frame dissolves and the camera pushes into real parallax. That is not an effect we drew. The picture is one Asset Yard image, and the room is that same picture rebuilt as a walkable 3D scene by one more command. Six rooms, six pictures, six GLB files.

THE CAST

Nobody recorded a line.

All 275 spoken lines are generated. Ten speakers, 11 minutes 18 seconds of finished audio, 1,638 words. The cast was picked by audition: the tool generated the same line in several voices, measured the pitch of each, and kept the best fit. Wren the Balladeer narrates your run and speaks an elegy when a hero dies.

START TO STORE

21 hours and 21 minutes.

The first commit added a design document and nothing else. The last commit of the day pushed version code 2 to the Google Play internal test track. The design had planned a week.

DESIGN TO PLAYABLE

9 hours and 16 minutes.

That is the gap from the design document to the commit that made the game loop playable end to end. On that same day an autoplay bot finished the first Descent in the browser in 168 seconds.

THE ASSET RUN

Five hours of work in two.

Three jobs ran at a time, so about five hours of request time finished in about two hours of wall clock. The median asset took 18.0 seconds. The slowest was one picture of the Bellguard standing still, at 246.9 seconds.

The packed game holds 68 pictures, 6 rooms, 275 voice lines and 165 sound files across 135 cues. The six room pictures do not ship on their own, because each GLB carries its picture as a texture.

What to try in the first minute

  1. 0:00. The title screen is the camp at night. Wren speaks one line. There is no login, no tracking prompt and nothing to buy. Press New Descent.
  2. 0:10. The Nave Steps painting dissolves and the room opens around your heroes. Watch the frame go, not the heroes.
  3. 0:30. A Rattle Sentry swings at Oswin and a ring closes on him. Tap anywhere when the ring meets the mark. You get up to three practice rings, and the game reads your taps to set its own calibration.
  4. 1:00. Oswin's cards open at his feet. Pick Toll Strike and take the strike bar. A perfect tap doubles the damage. Each perfect check in a row raises the parry bell by one more semitone, so keep the streak.

IN PLAIN TERMS: ONE GAME, START TO PLAYABLE

A voiced space game
in about two weeks.

Humanity: First Year is a short-session space expedition game. Humans fly old-fashioned ships with guns, missiles and rams against older species with energy weapons. It is free to play in a web browser.

A fight in Humanity: First Year
Screenshot of a space battle: a human ram ship and two escorts fire at an alien station
Fitting a ship before a fight
Screenshot of the contact screen, where the player fits modules to a ship before a battle
WHAT ASSET YARD MADE

The sound and much of the art.

1,875 voice lines, 38 music tracks, 29 sound effects and about 145 images: ship hulls, scene art and portraits.

WHAT IT REPLACED

No casting, no studio time.

A game like this would normally mean hiring voice actors, a composer and artists, then waiting weeks for schedules and revisions. The developer did not have to find, book or wait for anyone.

HOW LONG IT TOOK

About two weeks.

From the first commit, the game was essentially complete and launchable in about two weeks. The time after that went to polish and trying different directions.

HOW IT WORKED

A list, not a pile of requests.

Every asset the game needed went into one manifest file. Asset Yard made them in batches.

WHEN THINGS CHANGED

Only the changes were made again.

When a line of dialogue or a track changed, only that asset was generated again. The rest stayed as it was.

WHO RAN IT

The same command as the coding agent.

The coding agent that helped write the game used the same Asset Yard commands a person would type.

To be exact: the first 16 ship hulls and 30 icons were made with another image tool before the switch to Asset Yard. Everything else in the list above came from Asset Yard.

SMALL TEAM. BIGGER TOOLKIT.

Start with one asset.
See where it takes you.

Read the quickstart ↗

Launch plans start at $5 USD/month. See launch pricing.

Sign in to Asset Yard and choose a monthly plan. Download generated assets into your game project.