Prompt in.
Game-ready GLB out.
Kiln runs your prompt down a production line: an agent writes deterministic build code, a CPU renderer fires it, QC stamps a grade, and a clean, low-poly GLB comes off the end with nothing to convert. The studio is in open beta: free to start, no card; developer API, SDK, and MCP access are private beta by approval.
One work order in. One game-ready asset out.
Write the work order; the line handles the rest. No queue to babysit, no post-processing, no orientation roulette: prompt, forge, grade, consolidate, export. It is the same contract the studio runs on today, and the one the API will expose.
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01 · PromptWrite the work order: one sentence is enough. Name the thing; add style or constraints if you care. That is the whole input.
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02 · ForgeAn agent writes the build; the kiln fires it. No mesh guessing, no scan blobs: deterministic code on primitives and CSG, rendered by Kiln's own CPU renderer. Same spec, same asset, every run.
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03 · GradeQC stamps every asset A to F on distinct-material count, with triangle and material counts you can read at a glance.
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04 · ConsolidateLow grades get pulled and re-fired. Auto material consolidation is on by default: C, D, and F builds come back at A or B, same silhouette with fewer materials.
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05 · ExportA clean GLB, ready to drop in: watertight meshes, no n-gons, no orphan verts, UVs intact. Exports standard
.glb(glTF 2.0) — native in three.js and Godot; Unity via glTFast, Unreal via the glTF importer.
Real output, not stock.
Every asset below came off this line: written as a work order, built on primitives and CSG, shaded by Kiln's own CPU renderer, and stamped with its grade. Read the mono caption: name, grade, distinct-material count.
Off the line, into Kiln City.
Export is not the end of the line. Kiln City is the shared read-only public world and signed-in build space for Kiln Studio. Publish a scene, claim a plot, place assets, and walk the result in the browser.
Drop, paint, drive.
Place your assets, paint with palettes, compose whole asset packs in a district, then drive the vehicles you generated down streets other people built.
The assets are already in games.
Play is the live arcade for Kiln-made worlds: procedural driving, tower defense, chess, and a tiny settlement builder. These are not mockups; each cabinet opens a real browser game.
Not just assets —whole worlds.
Each of these is a complete scene, composed in the browser from dozens of Kiln-forged pieces. Orbit them, walk them, drive through them — then build your own alongside everyone else's.
Built for agents and pipelines.
The studio runs on Kiln's own agent tools today. We're turning that surface into something your code and your agents can call directly — here's what's next, and where it stands.
Stop sourcing 3D. Start forging it.
Walk in with a sentence, walk out with a graded, game-ready GLB. The studio is in open beta — free to start, no card. Developer API, SDK, and MCP access are private beta by approval.














