A workshop for game worlds
A lot of work on my games happens in the tools behind the scenes. RIFFSOURCE World Studio brings part of that work together as a dedicated workshop for assets and game worlds.
Working on my games keeps reminding me how much of the day happens between individual tasks. A model or piece of artwork exists, but its settings need checking. The right variant is somewhere in a collection. Turning those pieces into a room still takes many small actions.
That is where RIFFSOURCE World Studio begins. I am developing an independent workshop for the Unity Editor that connects local assets, a shared library and world authoring.
From an asset to a world
The first focus is a clear workflow: import files, inspect their properties, find the asset in the library and use it in a layout. I want to work with existing local files and keep project data understandable as the world develops.
The workshop is intended for 2D, isometric 2.5D and 3D. Presentation differs, but many organisational questions are shared. Selection, alignment, layers and deliberate saves belong to the daily work in all three.
The Scene View remains the workspace
World authoring uses Unity’s existing Scene View. Selecting, moving and rotating objects, copying a group or undoing a step should belong to the same workflow. The layout and its prefab output should stay connected.
Optional modules for local PixelLab and Tripo exports extend the import workflow. The foundation remains a local workshop for existing assets.
Early days, with a concrete direction
The project is in development. I am bringing imports, the library, world layouts and storage together. The next step is to see how that workflow holds up in Unity and in actual projects. There is no announced public download or release date.
The RIFFSOURCE World Studio project page records its current state. This journal will follow the next steps and the decisions along the way.