Workflow

Game design document to 3D asset

Atlas reads your Game Design Document for lore and visual language, then turns a single asset request — "a crown" — into a concept render and a textured 3D mesh that matches the rest of your game.

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Four stages, GDD plus a name to mesh

01Atlas canvas input node with an uploaded Game Design Document PDF open to its cover page

Document read

Atlas extracts design rules and lore from the text, and separately analyzes the document’s embedded art for recurring materials, edge language and rendering technique.

02

Style summary

The visual analysis condenses into a short, consolidated style guide for the game.

03A concept render of an ornate crown, generated from the GDD’s lore and extracted style guide

Concept generation

Your asset request, the lore and the style guide combine into a concept render — an isolated asset on a neutral background, built to be 3D-ready.

04

3D reconstruction

The concept becomes a textured 3D mesh with PBR maps, ready for import.

Where the time goes

Stage
Manual
Atlas
GDD extraction & style analysis
4–8 hours
5–10 seconds
Concept render
4–8 hours
10–20 seconds
3D reconstruction & PBR maps
6–12 hours
30–60 seconds
Total time, name to mesh
2–4 days
45–90 seconds

Common questions

What does this workflow output?
A textured 3D asset (GLB) with PBR maps, the concept render it was built from, and the style summary extracted from your GDD.
How long does it take?
About 45 to 90 seconds: 5–10 seconds to extract and analyze the document’s text and art, 10–20 seconds for the concept render, and 30–60 seconds for 3D reconstruction, depending on the backend.
Can I control the art style?
Yes — your GDD’s palette and material language set the default, your asset request can add specific detail, and you can adjust the brief for a different target (mobile, stylized, photorealistic).
Which engines are supported?
GLB drops into Unity, UE5, Godot, Roblox, and WebGL.

Related workflows

Try this workflow in Atlas

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Try it on Atlas