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.
Subscription products you can start using today, each with a 14-day trial and no credit card.
Scans your Content folder, validates naming across 50+ UE asset types, finds orphaned assets and exports reports.
From A$9/moScans the Assets folder: Prefabs, Materials, Textures and Scenes, with the same naming validation and reporting.
From A$19/moScript to storyboard to animatic: plan shots, sketch frames, then play or export a self-contained animatic for cinematics.
No login, no billing, nothing uploaded — they run entirely in your browser.
Fifteen 2D game-art tools: pixel art, sprite sheets, tilemaps, particle VFX, SFX and game data.
FreeDesign PBR materials, paint them on a model in the browser, export a Substance Painter script.
FreeEvery Fab, Unity Asset Store and Sketchfab licence in one register, with entity-licence and per-seat risk flags.
When nothing off the shelf fits the way you actually work, we build it.
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.
Yes. The naming rules are configurable rather than fixed to one studio's house style.
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.
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.
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