Gaming
Try an art direction before you commit an art team to it. Studios use genvi for environment concepts, character sheets, item variants and vertical-slice trailers, then take whichever frames survive into production.
For Game studios, Art directors, Concept artists, Narrative designers and Indie developers.
What you’ll make
Environment concepts
Your biome, your silhouettes and your palette, explored in a morning instead of a sprint.
Character sheets
Poses, expressions and turnarounds, all generated from the one design you approved.
World maps
Cartography that matches your fiction, at a resolution that survives a pitch deck.
Announce trailers
A cut that sells the game before there's a build worth capturing.
How it works, step by step
Top to bottom, in the order you’d actually do it. Every model named here is one genvi really runs.
- 1Chat Studio
Find the range before you pick
Describe the game, then ask for the same location four different ways. Seeing pixel art, low-poly and painted concept sitting next to each other ends a direction argument much faster than a mood board ever has.
Grok ImagineGemini 2.5 Flash ImageSD 3.5 Large (Fal) - 2Node Workflows
Build the character sheet
One reference node holds the approved design and a fan-out of prompt nodes asks for each pose and expression. Tweak the design once and every pose regenerates from it, rather than needing to be described again.
Gemini 2.5 Flash ImageFLUX.1 [dev] (Fal) - 33D Studio
Take a hero asset into 3D
Generate or import a mesh, light it with HDRI, paint AI textures straight onto it and frame the shot. Worth doing when a silhouette needs judging from more than the one angle a concept gives you.
Meshy v3Luma GenieTripo 3D - 4Whiteboard
Map the world and the systems
Regions, factions and progression on an infinite canvas with connectors between them, so your fiction and your systems are arguable in the same document.
- 5Video Composer
Cut the announce
Sequence the environments and the character beats, score it, export it. A pre-production trailer is a tone document, so it doesn't need footage from a build that doesn't exist yet.
Suno v4Grok Imagine Video
Briefs you can steal
10 of them, each with the prompt for the still and the prompt for the film. Every product down here is made up, so go ahead: swap in your own name and material, and the rest of the prompt still does its job.
Ironvale
Game worldsteampunk frontier RPG
Create expansive game-world concept art for Ironvale, a steampunk frontier city built around enormous copper water towers and rail lines, airships overhead, dusty streets, inventors, traders and mechanical animals, coherent materials and architecture, cinematic game concept art.
Create a 60-second game-world flythrough of Ironvale. Begin above the rail yard, descend into markets, workshops and taverns, pass through an inventor district and rise toward an airship dock. Reveal factions and environmental storytelling through natural activity. Epic industrial soundtrack.
Kael Thorn
Game characterstorm mage hero
Create a production-ready game character sheet for Kael Thorn, a storm mage with layered dark travel armor, copper conduits, weathered cloak and glowing storm crystals. Show front, side, back, combat stance, idle pose and facial expressions, consistent proportions, detailed game concept art.
Create a 25-second character reveal for Kael Thorn. Start in darkness, reveal his silhouette in a storm, show controlled lightning forming around his hands, then transition to a powerful combat pose. Cinematic game trailer camera, volumetric rain, thunder and heroic orchestral score.
Mira Bell
NPC generatormechanic and quest giver
Create a detailed game NPC portrait of Mira Bell, a cheerful frontier mechanic with oil-stained gloves, brass goggles, patched jacket and mechanical toolkit, inside a busy workshop filled with gears and airship parts, stylized realistic game art.
Create a 30-second NPC introduction for Mira Bell. The player enters her workshop while she repairs a machine, she notices a broken component, explains its importance and offers the player a quest. Natural gestures, environmental storytelling, dialogue-driven pacing.
Sunken Observatory
Environment packunderwater sci-fi ruin
Create a game environment concept pack for the Sunken Observatory: a colossal underwater research station partially buried in coral and sediment, broken glass domes, bioluminescent organisms, abandoned consoles and shafts of blue light, cinematic exploration-game art.
Create a 45-second environmental flythrough of the Sunken Observatory. Descend through dark water, enter the broken dome, move through abandoned laboratories, reveal bioluminescent life and end at a sealed chamber glowing from within. Slow suspenseful camera, underwater soundscape, atmospheric music.
Ashfall Protocol
Game trailertactical sci-fi game
Create cinematic key art for Ashfall Protocol: a tactical squad standing before a ruined orbital elevator during an ash storm, advanced armor, drones overhead, orange atmospheric light, strong silhouettes, AAA game marketing aesthetic.
Create a 60-second tactical game trailer for Ashfall Protocol. Establish the ruined city, introduce the squad, show coordinated movement, drone reconnaissance, a high-risk breach and an orbital elevator collapse. Fast tactical editing, radio dialogue, cinematic sound design and escalating score.
Ember Crown
Game item generatorlegendary fantasy artifact
Create a premium game item concept for Ember Crown, an ancient crown forged from blackened gold with a floating ember at its center, displayed on a stone altar in a volcanic temple, magical particles, dramatic rim lighting, highly detailed fantasy 3D concept art.
Create a 20-second artifact reveal for Ember Crown. Orbit around the crown, show ancient runes activating, flames gathering around it and the ember becoming a radiant core. End on a dramatic inventory-style hero view. Deep magical sound design and orchestral sting.
The Broken Pact
Game cinematicfantasy confrontation
Create a cinematic game cutscene frame showing two former allies facing each other across a ruined stone bridge during a storm, one holding a broken ceremonial sword, distant castle burning, intense emotional expressions, realistic fantasy game cinematography.
Create a two-minute game cinematic between two former allies who discover that one has betrayed their kingdom. Use restrained dialogue, subtle facial expressions, storm movement and environmental destruction. Build tension until the bridge collapses and both characters are separated. Emotional orchestral score.
Aether Frontier
Game UI visual systemspace exploration game
Design a cohesive game UI visual language for Aether Frontier: translucent navigation panels, star maps, modular inventory cards, ship controls and mission indicators inspired by aerospace instrumentation, dark space environment, clean futuristic typography direction, production-quality game UI concept.
Create a 30-second UI showcase for Aether Frontier. Transition from gameplay into navigation map, ship diagnostics, inventory, mission briefing and planetary scan screens. Use fluid interface animation, subtle sound cues and futuristic ambient music while maintaining one coherent design system.
Kingdoms of Meridian
Board game worldstrategic tabletop game
Create premium board-game key art for Kingdoms of Meridian: four rival kingdoms surrounding a detailed parchment-like map, miniature armies, castles, ships, resources and ornate tokens, sophisticated tabletop strategy aesthetic, dramatic overhead lighting.
Create a 45-second board-game trailer for Kingdoms of Meridian. Sweep across the map, introduce four factions, show armies moving, resources being traded, alliances forming and a final decisive battle. Use cinematic tabletop macro photography, animated map movements and grand strategy music.
Lanternbound
Indie game pitchcozy exploration game
Create charming indie-game key art for Lanternbound: a young explorer carrying a glowing lantern through a peaceful forest village at twilight, tiny homes, fireflies, friendly creatures and distant mountains, painterly cozy game aesthetic.
Create a 60-second indie-game pitch trailer for Lanternbound. Follow the explorer from village life into gentle exploration, discovering hidden paths, helping creatures, solving environmental puzzles and returning home at sunset. Warm animation, cozy music, expressive world-building.
Fancy a different look?
None of this is stuck being photoreal. Each one below is a starting prompt from the style library: the same brief, rendered a completely different way.
Pixel ArtDigital & Game Art
Detailed 16-bit pixel-art RPG city at night, medieval towers mixed with futuristic neon signs, tiny characters walking through streets, glowing shops, flying vehicles, rain reflections, intricate pixel clusters, classic retro game aesthetic.
Low PolyDigital & Game Art
Stylized low-poly fantasy mountain valley with geometric cliffs, angular trees, crystalline rivers, small medieval village and enormous floating castle, faceted surfaces, clean polygonal geometry, atmospheric lighting, modern game-environment concept art.
Voxel ArtDigital & Game Art
Elaborate voxel-art medieval kingdom built from thousands of cubic blocks, enormous castle, villages, farms, forests, rivers and mountain ranges, tiny voxel characters traveling along roads, detailed block construction, warm cinematic lighting.
Isometric IllustrationDigital & Game Art
Clean professional isometric illustration of a modern AI creative studio, image editor with visible layers, video editor with timeline, node graph, asset library and 3D modeling workspace arranged into one connected workspace, orthographic 3/4 top-down perspective, crisp geometric UI, flat colors, subtle shadows, polished SaaS product illustration.
Dark FantasyWorldbuilding Styles
Gothic dark-fantasy kingdom surrounded by enormous black mountains, ancient castle illuminated by torches, cursed forest covered in mist, armored warriors crossing a ruined bridge, enormous shadowy creature barely visible behind the castle.
SteampunkWorldbuilding Styles
Vast Victorian steampunk metropolis powered by enormous brass gears and steam engines, airships floating between ornate towers, elevated mechanical railways, elaborate copper pipes, pedestrians in Victorian clothing, warm industrial atmosphere.
SolarpunkWorldbuilding Styles
Beautiful solarpunk megacity where skyscrapers are covered with forests and vertical gardens, autonomous electric transportation, rooftop farms, solar structures, wind turbines, pedestrian parks and clean waterways, optimistic sustainable future.
Map VisualizationInformation & Technical Visualization
Elaborate fantasy world map showing seven kingdoms, enormous mountain ranges, ancient forests, rivers, oceans, trade routes, fortified cities and unexplored territories, hand-illustrated cartographic style, decorative compass and parchment texture.
Made with genvi


















Questions people ask
Can generated art go straight into a shipping game?
Treat it as concept and pre-production material. It's great for settling a direction, pitching, and giving your artists something to aim at. It isn't a substitute for an artist taking it the rest of the way.
How do I get one character across a whole sheet?
Same trick as a film character sheet. Generate the design once and make that frame a reference input for every pose. Re-prompting a description per pose gives you siblings, not one character.
Does the 3D Studio give me game-ready meshes?
It gives you meshes you can light, texture and frame for presentation. Topology for animation and your performance budget are still a modelling job. This is for judging a silhouette and showing it off.
Grab a prompt and have a go
Signing up is free and comes with monthly credits. Paste any prompt from this page into Chat Studio and you’ll have a first frame back before you’ve finished reading it.