PixelCore Game Studio

Every tool you need. None you don't.

One fast, focused app for macOS, Windows and Linux that opens a project, edits a scene, runs it and ships it to a device. Calm by design, keyboard-friendly, and full of quiet help when you need it.

PixelCore Game Studio logo

Design principles

< 3 s
Cold start to the project hub. Our 1.0 target.
Undo all
Every change, even imports and refactors, is one named undo step.
⌘K
A command palette reaches every action from the keyboard.
Scriptable
Automate builds and tests, or let an AI assistant help.
The tool suite

Small and solid at 1.0. Growing with you.

Each tool is polished, documented, tested and has a lesson that teaches it. Tags show when each one arrives.

v1

Project hub

New-project wizard with template previews, 2D/3D/2.5D choice, target platforms and an engine version manager.

v1

Scene editor

Gizmos, snapping, multi-select and camera bookmarks, with a dedicated 2D mode, grid and tile painter.

v1

Inspector

Every component and property, prefab overrides you can revert, multi-edit, and a doc card on hover.

v1

Asset browser and importers

glTF, FBX, PNG, KTX2, EXR, WAV, OGG, Tiled maps and sprite sheets. Re-import never breaks your scenes.

v1

PixelScript editor

Highlighting, autocomplete, inline type errors, rename, go to definition and format on save.

v1

Script debugger

Breakpoints, stepping, watches and live entity inspection while your game runs.

v1

Visual graph

Node-based logic for designers that compiles to readable PixelScript, with live wires during play.

v1

UI designer

Design once, preview on phone, tablet, desktop and TV, with safe areas, themes and focus order.

v1

Material graph

Node-based shader authoring with live preview on any mesh or sprite.

v1

Sprite editor and tile painter

Slice sheets, set pivots and timing, paint tiles with auto-tiling rules and collision.

v1

Terrain and foliage

Sculpt heightmaps, paint layers and scatter foliage with density rules.

v1

Play on device

One click to run on iPhone, iPad, Apple TV, Android or Steam Deck, with logs streamed back.

v1

Build and packaging

Protected builds for desktop, plus ready-to-sign projects for phones, tablets and TV.

v1

Learn panel

Interactive lessons with step checks, offline docs search and template walkthroughs.

v1.x

Animation and particle editors

State machines, blend trees, transitions and particle presets with live preview.

v1.x

Profiler

CPU and GPU timelines, memory by system and frame budgets per device.

v1.x

Explain tools

Ask why something happens: physics forces, render passes and script state, in plain language.

v1.x

Director

Cutscenes and trailers on one timeline, shot with a physical cinema camera: real lenses, f-stops, focus pulls and rigs.

v1.x

Cast

Build 3D and 2D characters from bodies, faces, hair and outfits, all on one standard skeleton.

v1.x

Photo mode

Give players a free camera with the same lenses and filters, added with one component.

Later

Team collaboration

Git-aware history, merge helpers for scene files and locking for binary assets.

Director · coming in v1.x

Shoot it like a film.

Director turns Studio into a film set. Frame shots with real focal lengths and f-stops, pull focus on cue, put on anamorphic glass and cut it all together on one timeline. The same shot plays in your game on a phone, or renders in 4K for your trailer.

Director · harbor_intro.pxcut
Shot 4 · Take 2
Lens
Focus
Glass

Try it: change the lens, open the aperture or pull focus to the town. This preview is drawn live in your browser.

Speak cinematographer

Prime and zoom lenses from 14 to 600 mm, f/0.95 to f/22, focus pulls, shutter angle and sensor sizes, all in the units a film crew uses.

Rigs that move right

Dolly tracks, cranes, orbits and follow cameras, plus handheld shake for walk, run and vehicle shots.

Trailers from the same cut

Render any cutscene offline to 4K or 8K image sequences or video, ready for your editor and your store page.

Every phone, too

Lens effects scale with quality tiers, so the cutscene you design on desktop still plays smoothly on a phone.

Cast · coming in v1.x

Characters in minutes. Every one ready to move.

Cast builds game-ready characters without a modeling package. Shape the body and face, pick hair and outfits, choose an expression. Every character lands on the PixelCore standard skeleton, so every animation fits. Making a 2D game? Cast builds layered sprite characters too.

Cast · mira.pxcast
Hair
Skin
Hair color
Outfit
Expression
Standard skeleton Phone budget Every animation fits

Try it: drag the sliders, change the hair and colors, or switch to a 2D sprite. Simplified preview drawn in your browser.

Bodies, faces, outfits

Sliders and presets for body and face, card-based hair, and clothing that fits any body automatically.

One skeleton, every animation

Content-pack animations work on every Cast character, and imported humanoids can be retargeted onto the standard skeleton.

Expressions and lip sync

Expression presets, blinking and look-at, plus lip sync generated from your dialogue audio.

A creator for your players

Cast’s runtime API powers a ready-made in-game character creator kit for RPGs and life sims.

PixelScript

Write it. Or wire it. It's the same logic.

PixelScript is a readable, typed language designed for games, with a visual graph that compiles to it. Programmers and designers work on the same logic, in whichever view suits them.

shop.pxstyped · checked before play
# A shop for a tycoon game
component Shop
    stock: Dict[Item, int] = {}
    cash: Money = 500

    signal sold(item: Item, price: Money)

    fn sell(item: Item) -> bool
        if stock.get(item, 0) == 0
            return false
        let price = market.price_of(item) * 1.2
        stock[item] -= 1
        cash += price
        emit sold(item, price)
        return true

system restock every 10s
    for shop in query(Shop)
        shop.refill(amount: 5)
intro.pxscoroutines read top to bottom
on start
    show_title("Day 1")
    wait 2s
    hide_title()
    wait until player.is_on_ground
    spawn("dust_puff", at: player.position)
door.pxgraph · visual graph
On Interact player Has Item"key" Branchtruefalse Play Sound"door_open" Tweenrotation.y → 90 · 1s Show Hint"You need a key."

Gradual types

Start untyped, add types where they help. The checker catches mistakes before you press play.

Hot reload

Save and the running game updates in a blink, keeping every field value.

Safe sandbox

Scripts can't touch files or the network unless your project grants it.

Native when you need it

A C++ plugin API for performance-critical systems, visible to PixelScript automatically.

Play on device

Click play. Feel it in your hands.

Studio finds your connected iPhone, iPad, Apple TV, Android device or Steam Deck, sends only what changed, and starts your scene. Logs, errors and frame stats stream back to Studio, and hot reload works over the same connection.

  • Simulated devices too. Preview notches, safe areas and TV overscan right in Studio.
  • Budgets you can see. Draw calls, texture memory and frame time are checked against each device class.
  • Locked down in release. Only your signed development builds accept a connection.
Play on deviceSky Hop
Devices
  iPhone          ready
  Steam Deck      ready
  Apple TV        asleep

▶ Run on iPhone
  ✓ 3 changed assets sent · running
  ✓ 60 fps · logs streaming to Studio
  ✓ live edits connected
PixelCore MCP server

An AI teammate that works the way you do.

Connect Claude or any MCP-compatible assistant and it can build, run and check your game with the same tools you use. It runs locally, starts read-only and never touches your signing keys or shipped builds.

Reads the docs

The same lessons, recipes and reference you read, so its answers match PixelCore.

Builds with you

Adds and edits scenes, characters, scripts and assets in your open project.

Runs your game

Plays it on your computer or a connected device and runs your tests.

Checks its work

Looks at screenshots, errors and frame rate, so it can fix what it got wrong.

You stay in control

Read-only by default. You decide what an assistant may change, and some actions are never offered at all.

Undo and action log

Every assistant change is a labeled undo step, and there’s a record of everything it did.

Content is data

Text inside your files can’t take over the assistant, and bigger changes are shown to you first.

Learn panel

Lessons that live where you work.

The Learn panel brings lessons, recipes and the full reference into Studio, searchable offline. Each step checks your actual project, and “Show me” points at exactly what to click.

Quick start

About 30 minutes from install to your game running on your phone.

Ten guided projects

Scenes, scripts, input, UI, sound and shipping, one small game at a time.

Templates that explain themselves

Every template opens with a walkthrough and three ideas for what to build next.

PixelCore Game Studio

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