Artwork, assets & audio
Open Files → Assets to work with game assets. You can import your own files, find supported free textures, consult the resource library, and prepare short WAV sounds. Asset changes use the same draft and Save files workflow as other manual source edits.
Import your own files
Supported workflows include PNG, JPEG and WebP images, standard WAV audio, and self-contained core GLB models. Images up to 1 MB can be optimized into the existing 300 KB per-asset limit. Smaller images remain unchanged unless you select resizing. Leave resizing off for sprite sheets unless you have checked the frame layout.
WAV and GLB imports retain the 300 KB asset limit. Current project capacity is 32 files and 2 MB of source, including asset records. A larger original-asset storage foundation is under development; it does not remove these normal import limits.
Find textures and useful resources
Free textures searches supported Poly Haven material maps, including color, normal and roughness. Importing a texture retains its source and credit information. These free textures do not require your own provider key or AI credits.
Resource library and credits includes guides to sources and tools such as Kenney, OpenGameArt, Poly Haven, Freesound and Audacity. A resource entry is documentation, not an automatically connected service or a blanket license for everything that source offers. Check the specific item's terms.
Start with a marketplace package
Browse the EoC Marketplace for complete curated asset packs and tools. Each release lists its actual archive contents, formats, creator, license, validation, and setup requirements. Download the complete ZIP without an account. Previews show the files or working tools included in that release.
The RPG Interface Kit includes the working browser interface, original textures, native Unreal texture assets, and UMG design specifications. Native Unreal widgets still need implementation; it is not a compiled UMG widget framework. Its included license allows royalty-free project use, with separate notices for third-party art. Other EoC source editions retain their existing terms.
The Asset Workbench provides standalone local WAV preparation and GLB inspection/orientation. External packs preserve their creator's license and exact version. Check each listing's formats: an OGG audio pack or a large texture collection may require conversion or selection before importing individual files into Studio. Downloading a pack does not automatically install it or remove Studio's file-size limits.
Earlier starter-example URLs remain available. Their Use in Studio action prepares a new draft containing source and instructions; it never sends an AI request automatically. The current curated binary releases use download and preview actions instead.
Generate optional artwork
Generated images are optional and off by default. Enable artwork with an available, unlocked or tab-local OpenAI connection when you want the builder to request raster art. This artwork route is unavailable while the request uses included-trial AI, even if you have saved a personal OpenAI connection. Artwork uses separate provider access and is accounted for within the build workflow; estimates are not guaranteed provider invoice ceilings.
If artwork access is absent, an ordinary build can continue with existing assets, free textures or game-drawn art. If those alternatives would change art you explicitly required, the creator should ask before substituting. The image workflow does not create rigged or animated 3D models.
PixelLab and Meshy have separate local setup workflows. They are not automatic cloud fallbacks and do not inherit another provider's key or approval.
Prepare game audio
Choose Prepare game audio to trim a supported WAV, adjust sample rate, optionally convert to mono, normalize, or add edge fades. Preview is started by your action. Download or import the prepared PCM16 WAV; the original is retained.
Input is limited to 10 MB, 120 seconds and eight million channel samples. Output must fit the normal asset limit. MP3, OGG and unsupported WAV containers need conversion in an external editor first. This is a workflow for compact game effects, not a full audio production suite.
Keep credits with the asset
Credit records can retain the title, author, source page, license and changes for the exact asset version. They travel with ordinary source and playable exports. A recorded declaration is not a verified rights clearance: include attribution in the game wherever the asset's license requires it. Recheck credits when you replace an asset.
Need a hand with this workflow? Find help or contact support.