Studio tour

The Sandbox studio panel by panel: the entry screen, the six steps (Map, Cast, Build, Rules, Test, Publish), the asset editor, quick add, autosave and deep links.

The studio is a full game editor in a browser tab. It follows one path in six steps — Map → Cast → Build → Rules → Test → Publish — and this page tours it panel by panel. If what you want is the logic of that path, read The six steps instead.

Screen layout

The studio’s Map step
The Map step: the top bar, the step line, the 3D view and the right-hand panel.

The top bar

It never changes, whatever the step. From left to right:

ElementWhat it does
SandboxBack to the public site.
ProjectsA menu: all projects (back to the entry screen), Save, Export .sandbox.json.
The titleThe game’s name, editable in place. It is the same field as on the publish listing.
The save state“saved” with a time, or “unsaved” for the few seconds after a change.
The six stepsThe stepper, with the current step lit and a tick on the ones already opened, followed by the “Next · <step>” button.
The magnifierOpens quick add, same as ⌘K.
Undo / Redo60 steps of history, shared by every step.
x/4 to finishWhat is missing before you can publish; a click opens the list and jumps to the step that fixes each line.
The modeThe current game mode, read-only here: it is changed on the Rules step.

The step line

Just below it, one line says where you are and what the step is for (“Map — the ground, the sky, the water”), with the ⌘K reminder on the right. It disappears during a test, where the screen belongs to the game.

The body of the screen

StepLayout
Map3D view + map panel on the right.
Cast3D view + cast panel on the right.
BuildOutliner on the left, 3D view in the middle, build panel on the right.
RulesOne full-width page with five sections.
TestThe game, filling the frame.
PublishTwo columns: listing and cover on the left, what’s missing and publishing on the right.

On a small screen

The studio is built for a large screen. On phones and tablets, the panels stack below the 3D view and a banner at the top says so.

The entry screen

With no project open, the studio offers three ways to start, as three cards: Start from a game (the nine complete games, playable at once), Start from a map (eight starting maps as real top-down thumbnails, then a mode), and Empty project. Below: your projects saved in this browser, each with its mode, its date and a “published” label when relevant, and the Import button to reopen a .sandbox.json.

A new project is saved as soon as it is created, before the first edit: opening a game just to look inside no longer loses it when the tab closes. The three ways in and the table of the eight maps are on The six steps.

Map

The right-hand panel, top to bottom:

SectionContents
Starting mapThe thumbnail and name of the project’s map, its size, and “Change” which re-applies another one: the ground and the sky are replaced, the cast and the props stay and settle back on the ground. A project that did not come from a map shows “Project terrain”.
ToolsSelect, Raise, Lower, Flatten, Smooth, Paint, Scatter, with a brush radius of 1 to 8 and, for Paint, the terrain palette (which you can recolour).
TerrainWidth and depth, the four generators (flat, hills, mountains, islands) and “Drop entities”.
LookRender style, sky, hour, fog, sun, ambient light, smooth terrain, sky dome, and the saveable moods.
Camera & atmosphereIn-game camera, weather, day / night cycle, HDRI sky and the water plane (level, colour, waves, opacity).
Post-processingBloom, vignette, SSAO, grade and the music URL. Post-processing applies in game, not in the editing view.

Cast

Cast gathers everything that acts in the game. At the top, two buttons: Pick a character opens a full-screen browser of the library’s animated characters and creatures (search field, All / Characters / Creatures / Animated filters, the animation count on each thumbnail); Model my own creates a fresh voxel character and opens the asset editor. Either way the model lands on the map at once and placing stays armed: the next click puts down another.

Below come the four groups, in the order they matter. Every row is one model in one role: thumbnail, name, how many copies, how many animations, four buttons (select, place on the map, edit asset, remove every copy — the player is replaced rather than removed, so it has no remove) and the role’s settings, which apply to every copy in the row at once.

GroupWhat it holdsInline settings
PlayerExactly one: the player’s model and where the game begins.Team, tag.
EnemiesThe ones that patrol, chase or guard.Behaviour, speed, hit points, team, tag.
NPCsThe ones the player talks to with E.What it says, tag.
SpawnersThe ones that bring more of them in over time.Rate in seconds, max alive, tag.

At the very bottom of the panel, the inspector details the entity selected in the view, copy by copy, for the settings that concern only one of them (position, scale, path, events).

Build

A tower defense world in the studio
A tower defense world: waypoint road, base and turrets.

Three columns, and a right-hand panel in five sections.

Outliner

The left column lists entities grouped by role, with a field to filter the scene and the number of selected entities. Each row lets you set a tag or hide / show the entity.

Viewport

In the middle, the editable scene — the same view as on the Map and Cast steps: click to select, Shift to add to the selection, move, rotate and scale gizmos, copy-paste and duplicate. Post-processing does not apply in the editor, only in game.

Right panel

SectionContents
Asset editor+ Voxel (a fresh grid), + Build (an assembly of primitives), Import (.glb .gltf .obj .fbx .stl .vox or an asset .json), then Edit asset and Animate for the current asset.
Project assetsThe document’s assets (up to 96) with a colour dot per kind — voxel, primitives, imported model — and a row of starters: hero, kart, blob, coin, tree, rock, crate, spikes, boost, gate, flag, sign, turret, cloud.
LibraryThe full catalogue: search, categories, styles. One click adds the model to the project and arms placing.
ToolsSelect, Place, Erase, Scatter. With Place, the grid of roles available in this mode and the asset list (or “none” for an invisible marker).
Inspector and statsThe selected entity’s parameters (role, scale, height, behaviour, tag, team, path, spawner, turret, events) and six scene counters.

The asset editor

The asset editor, Model surface
The asset editor: “Back · Build” on the left, the Model | Animate switch on the right.

Model and Animate are not steps: they are the two surfaces of one editor, opened from Cast or Build. Its bar carries a Back button that names the step you came from (“Back · Build”), the asset’s name, and the Model | Animate switch. Esc closes the editor and returns you exactly where you were.

Model

On the left, the asset’s view; on the right, the panel. It holds the asset list with its three creation buttons, the library, the AI generation panel, the asset’s properties (rename, export as JSON, duplicate, delete), then the editor for its kind: voxel tools and parts for a grid, pieces, gizmos and materials for a primitive assembly, height and animations for an imported model.

Animate

The asset editor, Animate surface
Clips, timeline and presets.

For an imported model, the surface lists the animations inside the file (one click previews them) and lets you borrow the clips of another rigged library character that shares the same skeleton. For a voxel or primitive asset, you create keyframe clips (position, rotation, scale per part), with a duration, a loop and presets that read the part names.

Rules

The Rules step
Rules, variables, game, HUD and scripts on one page.

The Rules step gathers the game logic on one page with five sections:

SectionContents
RulesWhen (event) / If (conditions on variables) / Then (actions) rules, each one enabled, repeatable or “once”.
VariablesThe game’s variables: name, type, initial value, scope (global, player, object).
GameThe game mode and its settings (laps, bots, lives, coins to finish, waves, lanes, time limit, speed, gravity, jump), the round duration, the win and lose conditions.
HUDWhat the interface shows: score, timer, health, lives, coins, variables, start screen.
ScriptsThe JavaScript script editor and its console.
The mode settings moved here: they used to sit in the world panel, next to the terrain. They still live in the document’s rules field.

Test

The Test step in capture the flag
A capture the flag round on the Test step.

Test runs the game in the public runtime, on a copy of the document: playing never changes your project. Restart starts a fresh round, and the button at the top right of the frame goes fullscreen (Esc leaves it). The runtime is the same as on the game page: what you test is what players get — with one difference: no wallet is asked for here, while a published game needs one to start.

During a test the keyboard belongs to the game: the digits no longer change step. Use the stepper at the top to leave. In game, F3 toggles the runtime’s debug overlay, and R resets the player in modes that support it, such as race.

Publish

The Publish step
Listing, cover, what’s missing, and publishing.

On the left, the listing (64-character title, 400-character description) and the 1280×720 cover, captured from the game or uploaded as a PNG. On the right, what’s missing — the same four lines as the chip in the top bar, each one clickable to reach the step that fixes it — six numbers about the document (assets, entities, terrain size, weight, registry, publish fee), the Publish button, the .sandbox.json export and the export of the whole scene as GLB, glTF, OBJ, STL or USDZ.

Quick add

⌘K (or CtrlK, or the magnifier in the top bar) opens quick add anywhere in the studio. It searches the whole library and the starter assets at once; the arrow keys move the highlight, Enter adds the asset to the project and arms the map, Esc closes. If you were on Rules, Test or Publish, the studio takes you back to Build so the next click has ground to land on.

Projects, saving and history

ActionHow
SaveAutomatic, in the browser’s localStorage, about 1.2 s after the last change, and once already when the project is created; CtrlS to force it.
UndoCtrlZ, up to 60 steps.
RedoCtrlMajZ
File backupProjects menu, or the Publish step: Export .sandbox.json.
RestoreEntry screen, Import; the document is migrated to the current format.
DeleteA project card’s bin button deletes it from this browser, after a confirmation.
Projects never leave this browser until you export or publish them. Another browser or computer will not see them.
URLEffect
/studio?template=raceOpens a mode’s complete game (race, platformer, arena, runner, explore, ctf, tower), or hunt and cove for the two showcases.
/studio?map=island&mode=exploreOpens a starting map in the mode you ask for, with no gameplay. Without a valid mode, it is explore.
/studio?asset=<id>New Explore project with that library asset, opened in the asset editor.
/studio?remix=<id>Loads a published game into a new project, titled “remix”.
/studio?open=<id>Reopens a project already saved in this browser.
/studio?prompt=…New project with the description handed to the generator, in the asset editor.

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