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Software & Pipeline Tools for Game Studios

Game projects rot in predictable ways. Naming conventions hold for the first three months and then drift. Assets get replaced but not deleted, so the repository grows and nobody is sure what is still referenced. Marketplace assets get bought on somebody's personal account and the licence question only surfaces at ship.

These are all findable problems — they just need something that reads the project and reports, rather than a convention document nobody opens.

Software that already does this

Subscription products you can start using today, each with a 14-day trial and no credit card.

From A$9/mo

Unreal Studio Hub

Scans your Content folder, validates naming across 50+ UE asset types, finds orphaned assets and exports reports.

From A$9/mo

Unity Studio Hub

Scans the Assets folder: Prefabs, Materials, Textures and Scenes, with the same naming validation and reporting.

From A$19/mo

Storyboard Studio

Script to storyboard to animatic: plan shots, sketch frames, then play or export a self-contained animatic for cinematics.

Free tools

No login, no billing, nothing uploaded — they run entirely in your browser.

Free

Pixel Palace

Fifteen 2D game-art tools: pixel art, sprite sheets, tilemaps, particle VFX, SFX and game data.

Free

Smart Material Studio

Design PBR materials, paint them on a model in the browser, export a Substance Painter script.

Free

Asset Licence Register

Every Fab, Unity Asset Store and Sketchfab licence in one register, with entity-licence and per-seat risk flags.

Or have it built

When nothing off the shelf fits the way you actually work, we build it.

Game development

Unity and Unreal projects built end to end, for PC, mobile and web.

Custom tools development

Editor tooling, build dashboards and internal pipeline software specific to your studio.

Web app development

Companion web apps: live-ops dashboards, player admin, content management.

Common questions

Do the hubs need to be installed into the engine?

No. They run in the browser and read the project folder you point them at, so nothing is installed into Unreal or Unity and nothing is uploaded.

Can we define our own naming convention?

Yes. The naming rules are configurable rather than fixed to one studio's house style.

Why does asset licensing need its own tool?

Because the risk is invisible until it is expensive. Entity licences on client work, per-seat shortfalls and missing attribution all look fine in an engine and only surface at publisher or client due diligence.

Not sure which way to go?

Tell us the process that is costing you time. If one of our products already covers it we will say so — that is cheaper for you than a build.

Talk to us