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: repo name, the palette button (chassis picker), model picker, History, ? Help, Sign out.
- 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.
- Bottom dock: floats at bottom-center — Chat, Studios, Splicer, Agents, Vault, and More. Usage, API keys, providers, settings and admin (if you have it) live under More. On a phone the dock is a tab bar across the bottom.
- 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 term | Studio term |
|---|---|
| Project | Repo |
| New project | + New repo |
| Conversation | Track |
| New conversation | + New track |
| Artifact | Stem |
| Close conversation | Close |
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
- Picking a Chassis — full chassis comparison
- Creating a Project — start a Repo from a template
- Picking a Model — code-capable models pair best