NNyquest docs

Welcome to Studio

Studio is the game-dev chassis — the Studio Console: charcoal with magenta and lime accents, an asset tree, and syntax highlighting throughout. Designed for game development work — engine and gameplay code, shaders, assets, and build iteration.

What's where

  • Top bar: History and New chat are on the left. Chat controls in the header include the model picker, Nyquest / BYOK, DynaRAG, and Optimize. The right side holds account controls, the palette button (chassis picker), Help, and the circular navigation button.
  • Asset tree: the active repo's assets and files, browsable as a tree.
  • Main panel: chat on a charcoal background with magenta and lime accents. Code blocks get syntax highlighting, so long engine or shader replies stay readable.
  • Workspace navigation: the circular button on the right of the header opens Chat, Studios, Splicer, Agents, Vault, and More. Usage, API keys, providers, settings, and admin (if available) live under More.
  • Phones: the model stays visible in the header. Open Chat controls for BYOK, DynaRAG, and Optimize; use the circular navigation button for workspace destinations and the header Menu drawer for conversations, account controls, and the chassis picker.
  • History: the History button in the top bar slides your tracks in over the main panel, with repos listed above them. + New track starts a new one.

Studio-specific terminology

Generic termStudio term
ProjectRepo
New project+ New repo
ConversationTrack
New conversation+ New track
ArtifactStem
Close conversationClose

What it's good for

Studio is for game development: gameplay and engine code, shader work, asset pipelines, design docs, and digging through build errors. The starter templates (Unity Prototype, Shader Experiments) frame the model as an engine-side collaborator, and the asset tree plus syntax highlighting keep long code replies legible. Less appropriate for non-technical work, where the console styling gets in the way.

Where to next