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Voxel Builder & 3D Workshop

Updated July 4, 2026Open the tool

WizardGenie includes a creative workshop for building game-ready assets and playable spaces: voxel worlds, painted voxel objects, terrain, atmospheres, water, planets, scatter placement, character imports and test drives, VFX previews, and a 2D tile/level studio. Open it from WizardGenie in the desktop app for the complete generation, project save/load, and export workflow.

This page covers the visible workshop areas in the current WizardGenie interface: Voxel Builder, character and animation panels, VFX tools, and 2D Studio.

What it does

The workshop combines several visual editors:

  • Voxel Builder creates voxel scenes, terrain, water, sky moods, scatter systems, planets, voxel-painted objects, and playable first-person test spaces.
  • Character panels import Sorceress account characters, animations, and reusable animation profiles, then let you test humanoid and procedural movement.
  • VFX tools browse presets, save effects to a personal library, edit effects, use an AI agent to create or modify effects, and place effects in a 3D preview scene.
  • 2D Studio creates AI-authored tiles and props, restyles existing sets, adjusts bitmap tile framing, paints tilemap levels, and exports levels for a game project.

Most workshop editors use a familiar layout: a library or palette on the left, the viewport or preview in the center, and contextual settings on the right. Sidebars can be resized by dragging the divider; double-click a divider to reset its width.

Requirements and availability

Some features are only available in the WizardGenie desktop app:

  • AI generation panels require the desktop app with an AI model configured.
  • Project save/load and game export require an open project.
  • Sorceress account content, such as saved characters, animations, and drive profiles, requires signing in.
  • Restyling tiles or props requires Sorceress API access.

When a feature is unavailable, the UI shows an inline warning or disables the relevant button.

Voxel Builder

Voxel Builder is the main 3D construction workspace. It supports object placement, voxel painting and sculpting, terrain generation, atmosphere and water control, scatter placement, planet generation, playable preview, and save/export helper prompts for coding agents.

Core workflow

  1. Open Voxel Builder in WizardGenie.
  2. Choose whether you are working on a Level or a Character/Object from the toolbar mode controls.
  3. Pick voxel assets from the left library, generate terrain from the Terrain tab, or paint voxels directly with the floating voxel toolbar.
  4. Use object tools to select, move, or rotate placed assets.
  5. Use voxel tools to place, erase, paint, pick, select, or sculpt voxel cells.
  6. Tune sky, water, terrain, scatter, planet, and performance settings from the right-side tabs and floating panels.
  7. Save the result as a level or a standalone voxel object/character.

Object placement

The left palette lists available voxel assets. Select an asset, then click or drag it into the viewport. A placement preview shows where it will land.

Placement is aligned to the active world voxel grid. Imported voxel assets are automatically scaled to match the world voxel pitch, and the palette includes a placement-size multiplier for making placed assets smaller or larger while preserving grid alignment.

Placement shortcuts:

  • R: rotate the placement preview.
  • Shift+R: rotate the other direction.
  • 0: reset placement rotation.
  • Esc: cancel placement.

The left palette also includes a placed-object list. From there you can select, focus, delete, or open compatible assets for editing. Character assets can also be opened in their movement preview when supported.

Object tools and transforms

Object tools are separate from voxel tools. Selecting an object tool switches out of voxel editing so clicks do not accidentally paint or erase voxels.

Common object shortcuts:

  • Q: Select.
  • W: Move.
  • E: Rotate.
  • Delete / Backspace: delete the selected object.
  • Ctrl/Cmd+Z: undo.
  • Ctrl/Cmd+Shift+Z: redo.

The floating Inspector panel can be opened from the viewport edge. It shows the selected object name, asset reference, ID, position, and scale controls.

Voxel painting and sculpting

The floating voxel toolbar includes tools for:

  • Place: add voxels using the active color.
  • Erase: remove voxels.
  • Paint: recolor existing voxels.
  • Pick: sample a voxel color.
  • Lasso / rectangular selection: select groups of voxels.
  • Sculpt raise / lower: add or carve terrain-like volume with a brush.

Brush controls include width, height, depth, brush shape, active color, and palette colors. Sculpt tools switch to a rounded brush by default and can use either the selected palette color or an inherited terrain color, depending on the sculpt color setting.

Selected voxels can be moved, rotated, painted, or deleted. The viewport shows a selection badge with the available actions.

Build plane

The build-plane widget sits on the left edge of the viewport. It controls the Y level used when painting into empty space.

Use:

  • ▲ / ▼ buttons to raise or lower the plane.
  • The numeric field to type a Y value and press Enter.
  • The reset button to return to ground level.
  • [ and ] hotkeys to lower or raise the plane.
  • Shift with the plane controls for larger steps.

Terrain and AI biomes

The Terrain tab generates voxel terrain from biome settings. You can choose a biome, adjust terrain variation, size, water level, hazards, and other generation controls, then generate or clear terrain.

The Generator tab lets AI author a complete biome from a prompt. It can choose a terrain palette, shape, sky mood, fog, sun, water, and hazards. Example prompts are provided, and Ctrl/Cmd+Enter submits the prompt from the text area.

Useful prompt ideas include:

  • Color and mood: rose, mint, lavender, obsidian, neon, coral, ice.
  • Time of day or weather: sunset, overcast, moonlit, stormy.
  • Water: oceans, lakes, meltwater pools, flooded basins, submerged scenes.
  • Shape: jagged peaks, rolling hills, crevasses, mesas, islands.
  • Hazards: lava rivers, craters, cracked earth, glowing veins.

Generated AI biomes are saved with levels so they can be restored later.

Sky and water

The Sky tab controls atmosphere: sky presets, sun angle, sun intensity and color, sky colors, ambient and hemisphere lighting, and fog.

The Water tab is separate so changing sky mood does not accidentally erase water choices. Water settings include whether water is enabled, its level, color, and opacity.

Scatter

The Scatter tab places many copies of assets across terrain or flat ground. You can stage one or more assets into the scatter roster, tune scatter parameters, then click Scatter to apply them. Scatter groups can be cleared individually by asset or cleared all at once.

A useful workflow is:

  1. Add trees, rocks, plants, or props to the scatter roster.
  2. Generate or load terrain.
  3. Tune density and placement filters.
  4. Click Scatter.
  5. If needed, clear and re-scatter after changing the seed or filters.

Scatter instances can be converted into editable placed objects by selecting a scatter instance in the viewport.

Planet mode

The Planet tab switches between flat-world and planet workflows. In planet mode, flat terrain is cleared and you can generate a spherical world from planet settings. You can return to flat mode from the same panel.

Play mode

Use P to toggle play mode. Play mode lets you test the scene from a first-person perspective. The viewport hint explains how to click into the viewport, move, and exit. Press Esc or P to stop.

Performance panel

The floating Perf panel includes rendering and view-performance options, live stats, FPS history, and an optimization action for repeated placed objects. Reducing pixel ratio, shadows, sky detail, or occlusion can help on slower machines.

Saving and loading voxel work

Voxel Builder supports two save modes:

  • Level: saves the full scene, including objects, terrain recipe, atmosphere, scatter, planet settings, painted voxels, and camera state.
  • Character/Object: saves only the painted voxel layer as a reusable voxel asset.

Use the toolbar to create a new scene, save, save as a level, save as a character/object, open saved levels, or close the current project. Loading a level shows a progress overlay when the scene contains terrain, many objects, paint, planets, or scatter groups.

The toolbar also includes runtime installation and “copy prompt” actions for helping a coding agent load exported WizardGenie content into a game project.

Characters, animations, and profiles

WizardGenie can import Sorceress account characters, animations, and animation profiles into the current project.

Character import

The Characters panel shows account characters in a grid. You can:

  • Refresh the account list.
  • Adjust grid density.
  • Rename a character before importing.
  • See whether a character is already in the current project.
  • Import new characters or update existing ones.
  • Choose procedural import behavior where available.
  • Choose whether shared movement runtimes are overwritten during import.

Imported voxel characters can be tested from the Game/Objects area or opened through the drive preview action where supported.

Animations

The Animations panel lists account animation clips. Each item shows its name, duration, and frame count. You can import animations, see which are already in the project, refresh the list, search from the shared sidebar search, and load more results when available.

Animation profiles

Animation Profiles are reusable movement setups created in Sorceress drive tools. Importing a profile also pulls only the animations assigned to its slots. The panel also includes Copy prompt actions that prepare instructions for a coding agent to wire the profile into a game.

Test Drive previews

Humanoid and procedural character previews let you test movement and animation blending.

Common controls:

  • W/A/S/D: move.
  • Shift: run or sprint when supported.
  • Space: jump when supported.
  • Left-drag: orbit camera.
  • Right-drag: aim and turn the character.
  • Mouse wheel: zoom; supported voxel humanoids can enter first-person when fully zoomed in.
  • Esc: close.

Humanoid Test Drive includes a side panel for animation slots such as idle, walk, run, backward walk, strafing, jump start, airborne, and landing. You can choose animations per slot, adjust playback speed, save/load local profiles, tune diagonal strafe, head-forward behavior, lean physics, and torso aim. A debug HUD and debug export are available for troubleshooting animation setup.

VFX Workshop

The VFX workshop lets you browse effect presets, save effects to My Library, organize them into folders, edit effects, ask an AI agent to create or modify effects, and preview effects in an isolated preview or a 3D scene.

Main features

  • Preset browser grouped by category.
  • Search across presets and saved effects.
  • My Library for saved custom effects, available across projects.
  • Folders for organizing saved effects.
  • Multiple tabs for different effects.
  • Reloadable preview.
  • Code panel with copy, apply, and save actions.
  • Agent panel for prompt-based effect creation or modification.
  • Scene mode for placing effects into a 3D world.

Scene mode

For 3D effects, enable Scene to open a lit world preview. Drag presets or saved effects from the sidebar into the scene. The sidebar can switch between presets and the list of placed scene objects.

Scene controls include:

  • Hold right mouse and drag to look.
  • W/A/S/D to move while looking.
  • Mouse wheel while flying to adjust speed.
  • Q / W / E / R for Select, Move, Rotate, and Scale object tools.
  • Delete or Backspace to remove the selected scene object.

The Scene tab lists placed objects, with actions to focus or remove them. Selecting a scene object lets the Code or Agent panel edit that object live.

2D Studio: tiles, props, and levels

2D Studio has two modes: Tiles and Levels.

Tiles mode manages tilesets, AI tile generation, prop generation, restyling, compare views, and bitmap framing adjustments. Levels mode paints tilemaps and props onto a grid and exports the level for a game project.

Tilesets and library views

The left panel starts with a tileset dropdown. It shows the active tileset name, tile count, and prop count. When management actions are enabled, you can create, rename, delete, and select tilesets.

The library browser supports:

  • Tiles view: grid of tiles.
  • Props view: grid of props.
  • Compare view: original tiles and props lined up beside reimagined runs.
  • Filters for all, originals, or reimagined tiles.
  • Run chips for restyle batches.
  • Deleting individual tiles/props or whole restyle runs.
  • Opening saved restyle sheet previews when available.

Clicking a tile or prop previews it in the center. Tile previews can show repeated tiling with a grid overlay; prop previews show the sprite on a checkerboard.

AI tile generation

To generate tiles:

  1. Switch to Tiles mode.
  2. Choose the target tileset from the left dropdown.
  3. Open Tile Generator → Create.
  4. Choose an AI model if models are listed.
  5. Choose a perspective:
    • Side-scroller: gravity/platformer tiles such as fills, grass tops, platforms, and slopes.
    • Top-down: bird’s-eye tiles with edges and corners.
    • Either: lets the model decide from your prompt.
  6. Choose a batch size: 6, 12, 24, 36, or 50.
  7. Enter a prompt or click an example theme.
  8. Click Generate or press Ctrl/Cmd+Enter.
  9. Click candidates in the center to add them, or use Add all.

Generated candidates show a thumbnail, name, role, and pixel size. Added candidates are marked, and clicking an added candidate can add another copy.

AI prop generation

Props belong to the active tileset and are available in Levels mode when that tileset is selected.

To generate props:

  1. Open Prop Generator → Create.
  2. Confirm the target tileset shown at the top.
  3. Optionally add Quick props for one-click procedural props.
  4. Choose an AI model if models are listed.
  5. Choose a batch size: 6, 12, 24, 36, or 50.
  6. Enter a prompt or click an example theme.
  7. Click Generate or press Ctrl/Cmd+Enter.
  8. Click candidates to add them, or use Add all.

If AI generation is unavailable, the panel explains that generation runs in the desktop app; quick procedural props remain available.

Restyling tiles and props

The Restyle sub-tab reimagines the base tiles or base props in the selected set while keeping the originals. Available quality options are medium and high. The UI warns if the selected set has too many base items for one batch, and it shows inline progress while restyling.

Restyled results are added alongside the originals. Compare view lines up originals with each reimagined run. Where available, sheet preview buttons open the full AI result and the reference sheet used for the run, with optional slice-grid overlay and zoom controls.

Adjusting bitmap tile framing

When an AI/bitmap tile is selected, an Adjust tab appears. It lets you correct how the bitmap sits in its tile cell without changing the original artwork. Every nudge saves automatically.

Adjust tools include:

  • Move: shift the whole tile by 1 pixel per click.
  • Re-center: reset horizontal and vertical offsets.
  • Edges: push or pull left, right, top, or bottom by 1 pixel while keeping the opposite edge fixed.
  • Scale: grow or shrink the whole tile from the center by about 1 pixel.
  • Reset framing: clear all framing adjustments.

Adjustments are non-destructive.

2D Levels mode

Levels mode is a tilemap editor for building 2D levels from your tilesets.

Paint tools

The left palette includes:

  • Paint: paint selected tiles.
  • Erase: remove tiles.
  • Rect: paint rectangular areas.
  • Select: drag to select and move a block of tiles.
  • Fill: flood-fill connected areas.
  • Pick: sample a tile from the map and return to paint.
  • Props: stamp object-layer props.

Canvas controls:

  • Left-drag: paint or use the active tool.
  • Right-drag: erase.
  • Mouse wheel: zoom toward the cursor.
  • Space-drag or middle-drag: pan.
  • Ctrl/Cmd+Z: undo.
  • Ctrl/Cmd+Y or Ctrl/Cmd+Shift+Z: redo.

In Props mode, click to stamp the selected prop and right-click a cell to remove the most recently placed prop there.

Level settings

The Level panel edits:

  • Columns: 4 to 512.
  • Rows: 4 to 512.
  • Cell size: 8 to 128 pixels.
  • Background color.

Use the plus/minus controls or type a value and press Enter. Existing tiles are preserved when resizing.

Saving, opening, and exporting levels

In Levels mode, the toolbar includes the level name, dirty indicator, New, Open, Save, Undo, Redo, grid toggle, and zoom controls. Open shows saved levels with refresh and delete actions.

The Level panel includes:

  • Clear: removes all tiles from the canvas.
  • Export to game: exports tile and prop artwork plus a game-ready level package for the open project. Export is disabled until a project is open and the map contains painted cells.
  • Copy prompt for coding agent: copies instructions that help a coding agent load and use the exported level.

Tips and troubleshooting

AI generation is unavailable

Open WizardGenie in the desktop app and make sure an AI model is configured. The web page can show the editor UI, but generation panels depend on the desktop app.

A Sorceress panel says you are signed out

Sign in to your Sorceress account, then refresh the panel. Characters, animations, and animation profiles are account-based.

A generated tile or prop batch is empty

Try a clearer prompt, a smaller batch size, or a more direct theme. Large batches need a model that can return a complete structured result.

A bitmap tile looks off-center

Select the bitmap tile in Tiles mode and open Adjust. Use Move, Edges, Scale, or Reset framing. Changes save automatically and do not alter the original art.

A level cannot be saved or exported

Open a project first. Save and export actions are disabled or show warnings when no project is available.

Props do not appear in Levels mode

Props are scoped to the selected tileset. In Levels mode, choose the tileset that contains the props, then select the Props tool.

The voxel viewport feels slow

Open the floating Perf panel and lower rendering quality options such as pixel ratio, shadows, sky detail, or occlusion. Repeated object placements can also be optimized into instanced groups when appropriate.

I placed an object but cannot paint voxels

Object tools and voxel tools are mutually exclusive. Pick a voxel tool from the floating toolbar to enter voxel-edit mode. If an asset is armed for placement, press Esc to cancel placement before painting.

My voxel object is not lining up with the terrain grid

Check the world voxel size and the placement multiplier in the palette. The status bar shows the active world voxel pitch. Use matching settings when you want imported voxel assets, paint cubes, and terrain cells to share the same grid.

Character Test Drive has no animations

Import animations or an animation profile first. Profiles pull assigned slot animations; the Animations panel can be used to add extra clips manually.