# Studio overview Engines of Creation brings a browser creator, development tools, templates and optional native workflows together. Start with [your first game](/docs/creator-quickstart) if you want to build in the browser, or read [what EoC is](/docs/introduction) for the product overview. ## Choose your workspace | Goal | Starting point | Requirements | | --- | --- | --- | | Create a browser game | [Create](/create) | An account with the required access and an available AI connection | | Inspect and edit source | The creator's Files panel and Studio development tools | The relevant plan entitlement | | Adapt an existing project | [Templates](/templates) | The source edition's license, runtime and setup | | Work in Unreal | [GEngine installation](/docs/installation) | A compatible editor, plugin access and local C++ toolchain | New browser projects start with an empty canvas. Describe a focused game, then play and refine it. Unreal and a desktop installer are not required for this path. Supported assets can be imported into the project; they do not all have to be generated in code. ## Keep the game at the center The preview stays alongside the conversation and tools. Ask questions, explicitly approve a build, review its progress, and play the result. Guided accepted builds save automatically after checks and review. Manual source and asset edits use an explicit **Save files** action. Recovered and terminal-produced work retain their own review/check/keep steps. The [creation workflow](/docs/how-creation-works) explains these distinctions. [Projects and recovery](/docs/projects-and-recovery) covers unfinished work, local history and optional private backups. ## Advanced development is a separate path Studio and Studio Team add developer tools according to their current entitlements. A hosted terminal, a paired local Companion and GEngine operate in different environments. Connecting one does not automatically configure the others. See [integrations](/docs/integrations) and [plans and subscriptions](/docs/subscriptions). Browser source does not automatically become an Unreal project, native multiplayer deployment or app-store binary. Use each target's build and testing process, and review the [current product status](/docs/product-status) before planning a release.