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Art, 3D and audio

Images, 3D models, characters and audio the agent makes for your game.

The agent can make the assets your game needs and import them into Unreal for you. Generation uses your Ryuo credits. It asks for approval in Manual and Accept edits modes; in Auto, only pixel-art generation, videos and 3D models built from a set of four reference views still ask (see permission modes). Everything it makes also shows up under Generations, where you can preview it.

Create

The Create tab, between Chapters and Generations on the left, makes assets directly without going through the chat. Pick what to make (an image, a seamless material, a 3D model, a pixel-art sprite, a video, a sound effect, a voice line, music, or an upscaled image), fill in the form and choose Generate. Clicking Generate approves the spending shown under the button, the same request the agent would make, and your spending limits still apply. Use Batch size to make up to four at once; each counts separately. You can add a reference image by uploading one, dropping it from your computer, or dragging a result from Generations. Changing the model here also changes it in Settings. What you start shows under Recent, and finished results appear in Generations. The studio reopens on the tab you used last.

Drag results into your game

Drag a finished 3D model, material, sprite or sound from Generations onto the live game view to put it in your level where you drop it. A model, sprite or sound is placed on the surface under the cursor; a material is applied to the object or landscape you drop it on. Anything not yet in Unreal is imported first. Stop Play In Editor before dropping, since assets go into the level rather than the running game. Each drop is a single step you can undo in Unreal, and the studio saves a recovery point first. Placement assumes the viewport's default field of view, so if you've changed it the drop can land slightly off.

Waiting for generation

Cloud generation waits in a shared queue when the service is busy. The running tool shows that it is waiting for capacity; you can also see queued requests in Account → Usage. Keep the existing request instead of submitting a duplicate. Your plan sets how many cloud requests can run at the same time. An extra request shows Waiting for your other generations to finish and starts when one finishes; if none finishes within 10 minutes, it fails without charging and you can try again.

Credits are reserved when the request enters the queue. Cancelling before it starts returns that reservation. Once the generation service has accepted it, stopping the request does not guarantee a refund. A 3D generation that the service reports as failed returns its reserved credits. If its outcome cannot be confirmed, Usage marks it for billing review and keeps its credits held until the review settles.

Free assets first

For everyday objects such as crates, rocks and furniture, the agent first looks through your project and free CC0 libraries (Poly Haven and Kenney) before generating anything. Very detailed scans (some trees and rocks run to millions of triangles and hundreds of megabytes) are skipped as too heavy for a real-time game, and the agent picks a lighter model instead.

Images and concept art

The agent can draw concept art, textures, decals and UI art, edit an image you give it, and make a concept page with key art and a layout for a level.

Choose an image model in Settings → Creation. GPT Image 2.5 Sunburst is the default; GPT Image 2.5 Flare and GPT Image 2 also run on Ryuo credits. Browse models without changing your current selection, then click Use this model. Click the comparison thumbnails to preview actual results from every model using the same prompt; opening the picker never generates or charges for an image.

Materials and upscaling

For surfaces that repeat, such as ground, floors, walls, roofs, rock or metal, the agent can make a seamless material: a tileable color texture with matching normal, roughness, metallic and height maps. It imports the maps into Unreal with the right texture settings and builds a material with each map connected and a Tiling setting, so set Tiling to the size of the surface instead of stretching one tile. The height map is imported for your own use (such as displacement) but isn't connected. The maps are 1024 px, and the agent can also upscale the color texture to 4096 px. A material takes up to about 90 seconds and uses credits for one request, or two with the upscale. If building the material in Unreal fails, the maps stay saved and the agent builds it again from them without making new ones. You can also give the agent a set of PBR maps you downloaded and it builds the material from those.

The agent can also upscale an image up to four times its size (at most 4096 px) when a texture, concept or UI image looks soft in your game. It works on images up to 2048 px, keeps seamless textures seamless and isn't used on pixel art, which it would smooth. Each upscale uses credits for one request.

Video models

Videos, video cutscenes and sprite animation use the video model chosen in Settings → Creation. MiniMax H3 is the default. MiniMax H3, Wan 3.0, Kling 3.0 Standard, Seedance 2.0 Fast and Grok Imagine Video 1.5 Lite run on Ryuo credits; the other models in the list need your own Backboard key, and the comparison says so. A clip can take several minutes to render (MiniMax H3 and Wan 3.0 usually about four); Ryuo keeps working on it and shows the finished video in Generations. MiniMax H3 and Wan 3.0 clips run up to 8 seconds on credits. The comparison shows a short clip from each model, all animating the same picture with the same direction, so you can compare motion and style; the clips play muted and loop, with controls to pause or scrub. Click Use this model to switch. Browsing the samples never generates or charges for a video, and a model without a sample shows a placeholder. To use a different model for one request, name it in chat.

Video generation uses your credits and always asks for your approval first, even in Auto. A clip can take several minutes. On Ryuo credits, video is currently available with Kling 3.0 Standard, Seedance 2.0 Fast and Grok Imagine Video 1.5 Lite, so pick one of those in Settings → Creation; each clip costs a fixed number of credits set by the model, its length and its resolution. Clips are up to 10 seconds long: when you ask for a cutscene, give it a length. A request that would need another model, a longer clip, audio or another resolution stops before anything is charged.

3D models and characters

For 2D characters and props, use the sprite workflow: Ryuo draws them with your image model, cleans them to a real pixel grid and a fixed palette, animates them, and imports native sprites into Unreal. You can also upload your own artwork.

  • 3D models are generated from a description or an image, then cleaned up in Blender (if installed) so they're light enough for a game.
  • Characters can be rigged and given animations, then set up as a playable or physics character.
  • Art to game: with the editor connected and not playing, click Art to game above the viewport (or in More game controls when space is tight), drag a box around an object, draw how it should change, optionally describe it, and choose Send to Ryuo. The agent redraws the object, rebuilds the mesh and puts it in the level.

Open a model in Generations to inspect it in 3D. The first preview may briefly show Loading 3D preview…. Use Rotate to toggle automatic rotation and Wireframe to inspect its geometry. Image and audio previews do not need to load the 3D viewer.

Audio

  • Voice lines for dialogue and narration, with one consistent voice per character. Pick from the voices listed in the Create tab; add directions such as [whispers] or [laughs] to the script. Charged per character.
  • Sound effects from a description, 2, 5, 10 or 22 seconds long. For a looping ambience, turn on Looping on the Sound Wave in Unreal and check the seam.
  • Music tracks of 15, 30, 60 or 120 seconds, instrumental by default. Music is charged per started minute, so tracks up to a minute cost the same.

Audio is imported into /Game/Ryuo/Audio. Some stores, such as Steam, ask you to disclose AI-generated content, including voices.

Cutscenes

To animate a cutscene, describe what happens and give the agent the shots in order: storyboard panels, concept art or screenshots it takes in the editor, each with an optional caption. One shot becomes the opening picture, two become the first and last picture when your video model supports it, and more are used as a storyboard. The finished clip appears in Generations; ask the agent to add it to your game too and it builds the Unreal cutscene described below. An animated cutscene is a video that plays full screen, not an editable 3D scene.

You can also give the agent a finished video, an MP4 or MOV file in your project, an attached file or an https link, and it turns it into a full-screen Unreal cutscene under /Game/Ryuo/Cutscenes with its own camera. Play it in your game from a Level Sequence Actor. The Unreal editor must be open, with Unreal's Python Editor Script Plugin turned on. Importing again with the same name replaces that cutscene.

Review and recover your work

Generations keeps completed, failed and cancelled requests. Choose Needs attention to find a failure, open it, and select Review recovery with Ryuo. Ryuo first inspects saved files and existing provider results. A new generation may cost more credits; check account usage for the final charge rather than assuming every failed request was free.

Every result opens fitted to the preview. Scroll to zoom toward the cursor, drag to move around, and double-click to zoom in or fit again; Zoom in, Zoom out, Fit image and 1:1 do the same from the toolbar, as do the +, -, 0 and 1 keys. Switch the background between a checkerboard, dark and light to check transparent edges. Use the arrows in the title bar, or the arrow keys, to move to the previous or next result without closing the preview; while zoomed in, the arrow keys move around the image instead. Switching concept panels resets the view. The side panel holds the prompt, the files and what you can do next: Use in my project asks Ryuo to review the result and plan its use before making changes, and Turn into pixel art cleans an image into a real pixel-art sprite for free.

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