One direction, every type
Characters · buildings · VFX · UI. One art direction. Your whole game looks like one hand made it.
Autonomous game-asset foundry
Describe your world once. Every unit, building, effect and icon — one art direction, engine-ready. 2D · 2.5D · 3D.
One launch email, no noise. You're on the list.
The cast line
Same five steps, every asset. The hundredth matches the first.
World, style, rules. Written once.
Characters, buildings, effects, icons. All made to it.
Several takes each. The best one comes to you.
Clean edges. Right proportions. Readable at ship size.
Packed. Drops straight into your engine.
The output
Animating units · 3D models · icons · concept art. Different jobs, one art direction.
Why Crucible
Characters · buildings · VFX · UI. One art direction. Your whole game looks like one hand made it.
Palette, camera, canon — set once. Everything after obeys it. Next year's content too.
Flat sprites. 2.5D with depth and lighting. Full 3D meshes, rigged and animated. The 3D side runs end to end on our own models and our own GPUs.
Held to a professional reference standard on the way out. What reaches you is work you can use, not a pile to sort.
Every asset ships with its build record and licence terms. For the day legal asks.
What it forges
2D · 2.5D · 3D
Two ways in
Ask for an asset. Watch it come together. Download it. Or skip the browser: Crucible is an MCP server — Claude, Cursor or your own tooling drives it and hands you the files.
Console screens · sample workspace
Private beta forming
Coming soon from Erasmus Labs. You're on the list. We'll be in touch when the forge is lit.