Bundle Creator

You drew an amazing tileset. Sixty-four tiles, perfect pixel art, hours of careful work. Now what? Sharing a raw PNG means every game maker who downloads it has to slice it manually, figure out which tiles are corners versus edges, configure animation frames by hand, and hope they get the grid alignment right. Most of your effort is lost in translation.

Package Your Art Into Game-Ready Bundles

You drew an amazing tileset. Sixty-four tiles, perfect pixel art, hours of careful work. Now what? Sharing a raw PNG means every game maker who downloads it has to slice it manually, figure out which tiles are corners versus edges, configure animation frames by hand, and hope they get the grid alignment right. Most of your effort is lost in translation.

The Bundle Creator is a multi-step wizard that turns raw source images into structured, importable game packages. Upload your tileset PNGs and character sprite sheets. Tag individual tiles with their roles. Define character animations frame by frame. Configure objects with collision boundaries. The wizard walks you through each step, and when you are done, other creators can import your bundle with a single click and everything just works.

Raw image file: A PNG sitting in a folder. Game makers have to figure out what each tile does, how to slice it, and how to configure it for their engine.

Published bundle: A structured package where every tile, character, and object carries metadata the game engine understands. Import it and start building immediately.

The difference is the Bundle Creator. It turns your art into something other people can actually use.

Upload Source Images and See the Grid Instantly

Drag and drop your tileset PNGs into the wizard. The system reads the image dimensions and auto-detects tile size — a 512x512 image with 16x16 tiles means a 32-column grid overlay appears immediately. No manual entry of tile dimensions unless you want to override the detection.

Upload multiple source images in one bundle. A terrain tileset, a character sprite sheet, standalone media files like background art or UI elements — they all live together in the same package. Each source image gets its own grid preview, so you can see exactly how the system is interpreting your art before you start tagging.

The grid overlay snaps to your tiles precisely. If the detection gets the tile size wrong — maybe your image has irregular spacing or a non-standard layout — adjust the tile width and height manually and watch the grid update in real time. What you see in the preview is exactly what game creators will get when they import.

Configure Tiles, Entities, and Objects With Precision

This is where raw pixels become game-ready assets. Click individual tiles in your source image to tag them as terrain, mark character sprites with bounding boxes and animation frames, or define objects with collision areas. Each output type gets the metadata that the game engine needs to use it correctly.

Tiles get tagged by role — ground, wall, decoration, or autotile-compatible terrain. The engine uses these tags to enable smart autotiling when game makers paint levels. A tagged grass tileset lets creators paint terrain and have corners, edges, and transitions selected automatically.

Entities are characters and creatures. Select the frames that make up a walk cycle, an idle animation, an attack sequence. Define the bounding box that represents the character's physical presence. Set the anchor point. The result is a character that arrives in the game editor with animations ready to play.

Objects are props and interactive elements. Draw a collision boundary around a treasure chest. Mark a tree trunk as solid but its canopy as passable. Define pickup zones for collectible items. Objects import with their physics boundaries already configured.

Every output you create appears in a summary row with its type, source image, and a visual badge. You always know exactly what your bundle contains before publishing.

Preview in the Playground Before Publishing

You have tagged your tiles, defined your characters, and configured your objects. But does it all actually work together? Does the autotiling connect seamlessly? Do the character animations look right at game scale? Does the collision boundary on that rock feel correct?

The built-in playground answers these questions before you publish. It runs the same rendering engine as the game editor — identical zoom, pan, and painting behavior. Select a tile brush and paint terrain. Place entity instances and watch them animate. Inspect collision boundaries.

On desktop, scroll to zoom and click-drag to pan. On mobile, pinch to zoom and swipe. The playground is the same canvas experience that game makers will use in the editor, so what works here will work in their projects.

This prevents a common frustration: publishing a bundle, having someone import it, and discovering that tiles do not connect properly or an animation skips a frame. Test everything in the playground first. Fix issues in the wizard. Then publish with confidence.

Publish and Get Your Art Into Real Games

One click to publish. Your bundle appears in the Asset Marketplace with its preview image, description, and source image stats — how many tilesets, characters, and media files it includes. Other creators can browse, preview in the playground, and import it into their game projects.

Once published, your bundle is live. Game makers searching for art in your style can find it, preview it, and import it immediately. When they publish games using your assets, those games appear on your bundle's marketplace listing page as social proof.

You get automatic attribution in every game that uses your art. Your name and bundle link appear on published game pages without anyone having to configure credits manually.

The Bundle Creator is the bridge between your art and the games it belongs in. You handle the creative work. The wizard handles the packaging. The marketplace handles distribution. And the attribution system makes sure you get credit.