GAMESTUDIO / LEARN BY DOING

GameStudio, click by click.

20 short lessons that show every click on the real interface, from installing the extension to shipping a game. Each one has an English voiceover and captions. The agent lessons use Claude Code, GameStudio's default; lesson 18 switches to Codex, and any other MCP client can connect too.

GameStudio 0.1.0 · Blender 5.2 or newer · 1080p / 30 fps. Captions are already in the picture; turning on the subtitle track shows a second copy.

Getting started

LESSON 01 1:27

Install GameStudio

From the zip to a ready extension

Read the steps
  1. Open the Edit menu To install GameStudio, start in Blender and open the Edit menu.
  2. Choose Preferences... Choose Preferences.
  3. Open Get Extensions In the Preferences window, go to Get Extensions.
  4. Open the menu at the top right Blender asks about online access here. You don't need it to install from a file, so leave it, and open the small menu at the top right.
  5. Choose Install from Disk... Choose Install from Disk.
  6. Go to Downloads A file browser opens. Go to your Downloads folder,
  7. Select gamestudio-0.1.0.zip select the GameStudio zip you downloaded,
  8. Click Install from Disk and click Install from Disk.
  9. Click Open Demo GameStudio is installed, and it welcomes you with the three steps from a project to a game. To try it, click Open Demo.
  10. Click Allow Online Access and Set Up The demo opens, and GameStudio sets itself up the first time. It shows what it downloads: Node.js, the game packages and a game browser, about two hundred and thirty megabytes, once, into its own folder. Click Allow Online Access and Set Up.
  11. Node.js downloads The setup runs in the background, with its progress in the status bar. First Node.js,
  12. The game packages download then the game packages,
  13. The game browser downloads then the game browser. You can keep working in Blender meanwhile.
  14. Open the GameStudio menu When the status bar is clear, the setup is done. Open the new GameStudio menu in the top bar to check.
  15. GameStudio is ready It says the setup is done. GameStudio is installed and ready, with the demo game open.
LESSON 02 1:39

Your first project

New Project, a look around, and Play

Read the steps
  1. Open the GameStudio menu Let's make a first game. In Blender, open the GameStudio menu in the top bar.
  2. Choose New Project... Choose New Project.
  3. Name it Gem Island Give your game a name: Gem Island.
  4. Keep the Location It goes in your Documents folder, under GameStudio. Keep that.
  5. Pick the Starter template Pick the Starter template: a player, a follow camera and three gems on a lawn.
  6. Click Create Click Create.
  7. Wait for the setup GameStudio copies the template and sets the project up. It takes a few seconds.
  8. Click the player in the 3D Viewport The project opens on the Game workspace. The 3D Viewport shows your level: a lawn, the player and three gems. Click the player to select it.
  9. See everything in the Outliner The Outliner lists everything in the level.
  10. Scroll down to Game In the Properties, scroll down to Game. These are the player's components: they make it a character you steer, that bumps into things.
  11. Watch the Console And the Console at the bottom shows the game's messages.
  12. Press F5 to play Now play. Press F5, or click Play in the top bar. On a Mac, that's Fn F5.
  13. Click the game The game runs right here in the viewport, on its title screen. Click it to give it the mouse and keyboard.
  14. Click Play Click Play.
  15. Hold W to run Hold W to run.
  16. Run, and jump with Space W A S D moves the player, and Space jumps. Go and collect the gems.
  17. Press Shift+Esc to get the mouse back When you're done, press Shift Escape. Blender gets the mouse and keyboard back.
  18. Press F8 to stop Then press F8 to stop the game.
  19. Your level, ready to edit The 3D Viewport is back, with your level ready to edit. That's your first GameStudio project.
LESSON 03 1:40

The edit and play loop

Change the level, play it, change it again

Read the steps
  1. Click a gem Here's Gem Island, the starter game, open on the Game workspace. Click a gem in the 3D View to select it. The Outliner highlights it too.
  2. Pick the Move tool To move it, pick the Move tool in the toolbar.
  3. Drag the green arrow Drag the green arrow to slide the gem along that axis, here closer to where the player starts.
  4. Click Add Component Now give it some behaviour. In the Properties, the Object tab's Game panel lists the gem's components: Collectible came with the starter. Click Add Component.
  5. Choose Spin Choose Spin, under Motion. It turns the object while the game runs.
  6. Scroll down to Spin Scroll down the Properties to Spin's settings.
  7. Set Speed to 3 Set its Speed to three. The gems already turn slowly; this one will whirl.
  8. Turn on Game in the header To see the level the way the game draws it, turn on Game in the 3D View's header. This is the Scene view: the game's own renderer, without playing.
  9. Scroll to zoom in Selecting, moving and zooming all work as usual here. Scroll to get closer.
  10. Press F5 to play Now press F5 to play. The game runs right here, in place of the 3D View.
  11. Click Play in the game It opens on its title screen. Click Play. That click also hands your mouse and keyboard to the game.
  12. Your changes are in the game There's the gem where you moved it, spinning faster than the others. W, A, S and D walk over to collect it.
  13. Press Shift+Esc Press Shift and Escape to take the mouse back from the game.
  14. Press F8 to stop F8 stops the game, and the 3D View is back, ready for the next change.
  15. Edit, play, repeat That's the loop: change something in Blender, press F5 to try it, F8 to stop, and go again.
LESSON 04 1:41

Build with Claude Code

Describe what you want and watch Blender build it

Read the steps
  1. Open the GameStudio menu Your game project is open in Blender. To build it with Claude Code, open the GameStudio menu.
  2. Choose Open in Claude Code and choose Open in Claude Code.
  3. Install Claude Code if it's missing If Claude Code isn't installed yet, GameStudio offers to install it, with Anthropic's official installer. One click, and Claude Code opens in your project when it's ready.
  4. Claude Code starts: click Done Claude Code starts in a terminal, in your project folder. The first time, it asks you to log in. GameStudio suggests a few prompts to start from. Click Done.
  5. Describe what you want Now, in the terminal, say what you want in plain words. Here: add five more gems in a ring around the island, and make them spin.
  6. Claude looks at the scene Claude Code connects to Blender and looks at the scene first. The status bar shows what it's doing.
  7. Watch the gems appear Then it builds. The five gems appear in Blender as Claude works.
  8. It adds the components It gives them the Collectible and Spin components, so they spin, and the player can pick them up like the other three.
  9. Click Claude in the top bar Claude says it's done. Everything it did is listed in Blender: click Claude in the top bar.
  10. Click an action Here's what it did, newest first. Pause stops its changes, and Protect keeps the objects you select safe from it. Click an action to see what it made.
  11. Undo to Here takes it back Blender selects the five gems it made. Undo to Here takes Blender back to just before that action, so every change Claude makes can be undone.
  12. Press Esc to close it Redo brings it back, as the tooltip says. Press Escape to close the list.
  13. Press F5 to play That's how you build with Claude Code: describe what you want, watch Blender update, and undo anything you don't like. Press F5 to play your game.

Building the world

LESSON 05 1:45

Props from kits

Add game-ready props, change them, colour and place them

Read the steps
  1. Ask Claude Code for props GameStudio's kits make game-ready props: rocks, crates, barrels, trees, fences and more. They're not in Blender's Add menu: you ask for them in Claude Code. Here: a crate, a barrel, a mossy rock and a pine tree.
  2. The props appear in Blender Claude checks the kits and builds all four in your level. Each one is a finished model, standing on the lawn.
  3. Click the rock To change one, select it first. Click the rock.
  4. Ask for a bigger rock Then say what to change. Claude sees what you selected. Make this rock bigger, with a different shape.
  5. The rock rebuilds in place It rebuilds the rock from its kit with a new size and a new seed. The seed picks the shape, and the same seed always gives the same rock.
  6. Click the barrel Next, click the barrel.
  7. Ask for a palette colour Now a colour. The kits share one material palette: stone, woods, metals, brick and more. Paint this barrel brick red.
  8. The barrel turns red Claude gives the barrel's wood the palette's brick red. The iron hoops and the lid stay as they were.
  9. Open the Material tab In the Properties, open the Material tab. There it is: G S Brick, the palette's shared brick material. Change it here, and every prop that uses it follows.
  10. Ask to stack it Claude places props, too. Say: now put it on top of the crate.
  11. It snaps onto the crate It moves the barrel over the crate and snaps it onto the first surface below, so nothing floats or sinks. The same snap sets props on hills and slopes.
  12. Turn on Game in the header For a last look, turn on Game in the 3D View's header, to see the props the way the game draws them.
  13. Props from kits That's it: ask for props from the kits, change their size, seed or colour, and place them. Every change Claude makes can be undone.
LESSON 06 1:28

A procedural world in two minutes

Forests, paths, rivers and cliffs that stay editable

Read the steps
  1. Describe the world you want Claude Code is open in a new starter project. In its terminal, describe the world you want, in plain words.
  2. Claude lays the ground Claude looks at the scene first, then swaps the flat lawn for a terrain seventy metres across.
  3. A path along a curve Next, a dirt path along a curve. It's a geometry nodes road: it follows the ground and levels a bed into it.
  4. A river and a bridge The river carves its own channel into the ground. Claude measures both banks and lays a wooden bridge across, with rails.
  5. Cliffs ring the level Then cliffs, all the way round, along the terrain's edge.
  6. Cottages from modular parts Two cottages go up beside the path, each one built from wall, window and door modules.
  7. Trees with keep-out zones Last, the forest. Trees are scattered over the ground, but they keep clear of the path, the river, the houses and the player.
  8. Open the Modifiers tab And it all stays editable. The whole forest is one object, still selected. In the Properties, open the Modifiers tab, the wrench.
  9. Set Density to 0.08 These are the scatter's inputs. Set Density to zero point zero eight.
  10. Turn on Game in the header Blender fills in more trees at once, still clear of the path and the river. Now turn on Game in the 3D View's header.
  11. Scroll to zoom in This is the Scene view: the game's own renderer, drawing your world while you build it. Scroll to get closer.
  12. Your world, as the game draws it Every part stays a live recipe. Change it by hand or ask Claude, then press F5 to play.
LESSON 07 1:59

Asset libraries and prefabs

Make props once, place copies, edit them all at once

Read the steps
  1. Open Game Assets Here's Gem Island, with a crate and a barrel made from GameStudio's kits, both selected. To reuse them, open Game Assets in the 3D View's header.
  2. Click Add Selected to Library... There are no asset libraries yet. Click Add Selected to Library.
  3. Tick One Asset per Object The library is called props: it's saved in your project's assets folder, as props dot blend. Tick One Asset per Object, so the crate and the barrel become two assets.
  4. Tick Replace with Instance Tick Replace with Instance, so the ones in the level become copies of the library too.
  5. Click OK Prefab stays on: library assets are prefabs, so your game's code can spawn them too. Click OK.
  6. Click Place for the barrel Game Assets now lists the props library: the barrel and the crate. Place puts a copy at the 3D cursor, on the right. Place a barrel.
  7. Click Replace for the crate Changed your mind? Replace swaps the selected copy for another asset, in the same spot. Make it a crate.
  8. Press Ctrl+S to save Every copy only links to the library. Save the level with Control S.
  9. Press Ctrl+O to open a file Now change the original. It's in the library file, so press Control O to open it.
  10. Go up to the project folder You're in the project's scenes folder. Go up one folder.
  11. Click the assets folder Click the assets folder, where the libraries live,
  12. Click Open and click Open to go in.
  13. Click props.blend Click props dot blend, the library file,
  14. Click Open and open it.
  15. Click the crate This is the library: each asset is a collection, standing at the origin. Click the crate.
  16. Press S, type 1.5, Enter Make it bigger: press S, type one point five, and press Enter.
  17. Press Ctrl+S to save it Save the library with Control S.
  18. Press Shift+Ctrl+O Now back to the level. Shift Control O lists the files you opened recently.
  19. Choose main.blend Choose main dot blend.
  20. Every copy follows the library Back in the level, both crates are bigger, the one you placed and the original. The barrel didn't change. Edit an asset once, and every copy follows, in every level.
LESSON 08 1:53

Make it pretty

A sea, a sunset and fog, without code

Read the steps
  1. Open the Add menu Here's Gem Island, the starter game. Let's make it pretty, without any code. First, a sea: in the 3D View's header, open the Add menu.
  2. Choose Mesh Choose Mesh,
  3. Choose Plane then Plane.
  4. Open the Add Plane panel A small plane appears. Open the Add Plane panel at the bottom left: it adjusts what you just added.
  5. Set Size to 200 m Set its Size to two hundred metres: water all around the island.
  6. Set Z to -0.3 m And set its Z to minus zero point three, so the water sits just below the lawn.
  7. Turn on Game in the header Now turn on Game in the header. The Scene view draws the level with the game's own renderer, as players will see it.
  8. Ask Claude for a sunset The sky and sun come from GameStudio's sky kit, which has no panel, so ask Claude Code: a warm sunset with light fog. It switches the sky to its sunset preset with a lower sun, and turns on the world's mist, which the game draws as fog.
  9. Open the Material tab There's the sunset, fading into the haze. Now turn the plane into water. In the Properties, open the Material tab
  10. Click New and click New.
  11. Scroll down to Game Scroll down to the Game panel.
  12. Open the Game Shader menu It picks the game shader that draws this material in the game. Open the Game Shader menu.
  13. Open Water The library's thirty-three shaders come in groups. Open Water
  14. Choose Water and choose Water.
  15. Scroll down to Wave Length Scroll down to its settings.
  16. Set Wave Length to 15 m The defaults already look good. For an open sea, set Wave Length to fifteen metres.
  17. Press F5 to play Now press F5 to play.
  18. Click Play in the game Click Play on the title screen.
  19. Gem Island at sunset There it is in the game: warm sunset light, haze in the distance, and waves rolling in around the island, all without code. Press F8 to stop.

Making it a game

LESSON 09 1:53

Your first component and system

Write game behaviour in TypeScript

Read the steps
  1. Open the GameStudio menu Let's give a gem some new behaviour, written in TypeScript. Open the GameStudio menu.
  2. Choose New Component... Choose New Component. A component is data you attach to objects.
  3. Name it Bob Name it Bob.
  4. Click Create Click Create. GameStudio writes src/components/bob.ts from a template, and opens it in your code editor.
  5. Give it two fields Swap the example field for two of your own: how far it bobs, and how fast. Then save the file.
  6. Open the GameStudio menu again Bob holds the data. The behaviour goes in a system. Open the GameStudio menu again,
  7. Choose New System... and choose New System.
  8. Name it Bob Name it Bob as well. GameStudio calls it Bob System.
  9. Open the Query list Query picks the objects the system works on. Open the list,
  10. Choose Bob and choose Bob: every object with a Bob component.
  11. Click Create Click Create. The new system's update runs every frame, for each of those objects.
  12. Make it bob Swap the example for a few lines. wave gives the height at any moment, and each frame the object moves by how much the wave changed. Save it.
  13. Click a gem Back in Blender, click a gem to select it.
  14. Click Add Component In the Properties, click Add Component.
  15. Choose Bob Bob is in the list now, under Gameplay. Choose it.
  16. Scroll down to Bob Scroll down. There's Bob, with the description from its file, and your two fields.
  17. Set Height to 0.5 Set its Height to half a metre.
  18. Press F5 to play Press F5 to play.
  19. Click Play in the game Click Play on the title screen.
  20. Watch the gem bob And the gem bobs up and down. Change the system and save it while the game runs: it hot-reloads, and you see the change right away.
  21. Your first component and system That's the pattern: a component holds the data, a system holds the behaviour, and you tune the fields in Blender.
LESSON 10 1:57

Menus and HUD made in Blender

Lay out the game's screens, no code needed

Read the steps
  1. Open the GameStudio menu Menus and HUDs are made right here in Blender. With Gem Island open, open the GameStudio menu.
  2. Choose Edit Game UI Choose Edit Game UI.
  3. Open the scene list This is the game's UI file: each scene in it is one screen. Open the scene list in the top bar.
  4. Type HUD, then Enter Title, Pause, Options, Win and HUD. Type HUD and press Enter.
  5. Scroll to zoom out The view looks through the screen's camera. Scroll to zoom out and see the screen's edges.
  6. Shift+right-click under the score New elements land at the 3D cursor. Shift right-click under the score to put it there.
  7. Press Shift+A Press Shift A. In a UI file, the Add menu starts with Game UI.
  8. Choose Text Choose Text.
  9. Press Tab to edit it Press Tab to edit the text.
  10. Type Gems {score} Type Gems, then score in curly braces. Braces show a live value: the score the starter's code keeps.
  11. Press Tab to finish Press Tab again to finish.
  12. Scroll down to Game In the Properties, scroll down to the Game panel.
  13. Click Add Component Now pin it to the corner. Under Game in the Properties, click Add Component.
  14. Choose UiAnchor In a UI file, the UI components come first. Choose UiAnchor.
  15. Open Anchor Open its Anchor menu.
  16. Choose Top-left Choose Top-left. On any screen shape, the text now keeps its distance to that corner.
  17. Turn on Game in the header To see it as the game draws it, turn on Game in the header. Live values show as placeholders.
  18. Press Ctrl+S to save Press Control S. Saving the UI file exports its screens for the game.
  19. Open the GameStudio menu Now go back to the level. Open the GameStudio menu
  20. Choose Back to Level and choose Back to Level.
  21. Press F5 to play Press F5 to play.
  22. Click Play in the game Click Play. The HUD opens with the game: Gems zero, under the score.
  23. Hold W to grab a gem Hold W to run into the gem ahead.
  24. The HUD counts every gem The moment you pick up a gem, the HUD counts it. That's a HUD laid out in Blender, with no code.
LESSON 11 1:57

A character that walks and jumps

A rigged character, its clips, and Locomotion

Read the steps
  1. Ask Claude for a rigged character Here's Gem Island, with Claude Code running in the project, as in lesson four. GameStudio's rigged character comes from a kit that Claude builds, so ask Claude to swap the player for one.
  2. Watch Claude build the character Claude deletes the old player, builds a rigged character from the kit, and gives it the player's components and the camera. It's an armature called Player, with a skinned mesh.
  3. Open the Editor Type menu Its animations are Blender actions. To see them, turn the Console into the Nonlinear Animation editor: click its Editor Type button.
  4. Choose Nonlinear Animation Choose Nonlinear Animation.
  5. Drag its top border up Drag its top border up to make room for every track.
  6. See one track per clip Here are the character's clips: Idle, Walk, Run, Jump, Fall and a few more. Each one is a Blender action on its own track, and the game plays them by name.
  7. Click Add Component Now wire them up, with no code. The armature is still selected, and its Game panel in the Properties lists the components Claude gave it. Click Add Component.
  8. Scroll the menu up The list is long, so scroll it up to Animation.
  9. Choose Locomotion Choose Locomotion, under Animation.
  10. Scroll down to Locomotion Scroll down to its settings.
  11. See a clip for each gait Locomotion names a clip for each gait: Idle, Walk, Run, Jump and Fall, the kit's own names. It picks one from how the character moves.
  12. Press F5 to play Press F5 to play.
  13. Click Play in the game Click Play on the title screen. That also hands your keyboard to the game.
  14. Hold W to run Hold W, and it runs: Locomotion plays the Run clip as soon as it's fast enough.
  15. Turn with D, jump with Space Turn with D and press Space, and it jumps: Locomotion plays the Jump clip on the way up, and Fall on the way down.
  16. Press Shift+Esc Shift Escape gives you the mouse back,
  17. Press F8 to stop and F8 stops the game.
  18. A character that walks and jumps That's an animated player, with no code. For moves of your own, like a landing or an attack, ask Claude for an animation graph.
LESSON 12 2:01

Enemies that chase you

A NavMesh, a NavAgent and a few lines of code

Read the steps
  1. Ask Claude Code for an enemy Gem Island is open, with Claude Code running in the project. First, an enemy. Ask Claude for a red one at the far end of the lawn, behind a low stone wall.
  2. Click the Enemy Claude builds both from GameStudio's kits. The enemy already has a kinematic RigidBody and a capsule Collider, which it needs to walk. Click it to select it.
  3. Click Add Component In the Properties, the Object tab's Game panel lists its components. Click Add Component.
  4. Choose NavAgent Choose NavAgent, under Navigation. It walks the enemy to a target along the navigation mesh, around anything solid.
  5. Click the lawn, the Ground Now the navigation mesh itself. Click the lawn to select the Ground.
  6. Click Add Component Click Add Component again,
  7. Choose NavMesh and choose NavMesh. When the level loads, the game builds the walkable floor from every solid collider, and keeps paths an Agent Radius away from walls. The defaults suit a person-sized enemy.
  8. Open the GameStudio menu The enemy still needs somewhere to go. That's a job for a system. Open the GameStudio menu
  9. Choose New System... and choose New System.
  10. Name it Chase Name it Chase. The dialog shows the file it makes, in the systems folder.
  11. Click Create Click Create. The new file opens in your code editor.
  12. Point the enemies at the player Replace the example with this. Every frame, an enemy within fifteen metres takes the player as its target, and its NavAgent plans a path around anything in the way. Farther off, nav dot stop keeps it waiting. Save the file.
  13. Press F5 to play Press F5 to play.
  14. Click Play in the game Click Play on the title screen.
  15. The enemy goes around the wall The enemy can't walk through the wall,
  16. It heads for the wall's end so it heads for the end,
  17. It comes around the wall comes around it, and walks straight to you. Its NavAgent plans a new path twice a second, so wherever you go, it follows.
  18. An enemy that chases you That's an enemy that chases you: a NavMesh on the ground, a NavAgent on the enemy, and a few lines of code that point it at the player.
LESSON 13 1:49

More than one level

A second level, the start level, and a goal that loads it

Read the steps
  1. Open the File menu Gem Island has one level, main. A new level starts as a copy of it. Open the File menu,
  2. Choose Save As... and choose Save As.
  3. Name it level2.blend Blender opens the project's scenes folder, where levels live. Name the copy level2 dot blend,
  4. Click Save As and click Save As.
  5. Click Ground in the Outliner Level two is open now. To make it look different, click Ground in the Outliner,
  6. Open the Material tab open the Material tab in the Properties,
  7. Open the material list open the list of materials, left of GS Grass,
  8. Pick GS_Dirt type dirt, and press Enter to pick GS Dirt. Level two is a dirt field now.
  9. Open the Scene tab Now open the Scene tab,
  10. Scroll down to Levels and scroll down to Game Project. Levels lists the files in the scenes folder: level2 is there, next to main.
  11. Keep main as the start level Main is marked start: the game begins there. That's startScene in gamestudio.json. Leave it on main.
  12. Click Export All Click Export All, so the game can load level two while it runs.
  13. Press Ctrl+S to save Save level two with Control S.
  14. Click Open next to main Then click Open next to main, to go back to level one.
  15. Load level2 after the last gem Now the goal. On Gem Island you win by collecting every gem, in src, systems, collect dot ts. In main, make the last gem load level two, with ctx dot load scene.
  16. Press F5 to play Press F5 to play level one.
  17. Click Play in the game Click Play on the title screen.
  18. Collect every gem Walk over the three gems. After the last one, the picture fades, and level two loads: the dirt field.
  19. Two levels, one game That's a game with two levels: one file per level in scenes, the start level in gamestudio.json, and ctx dot load scene to move on. Your score comes along too.
LESSON 14 1:51

Sound and music

Sounds on objects, music, and the player's volume sliders

Read the steps
  1. Click a gem Here's Gem Island, the starter game. Let's give a gem a sound of its own. Click it in the 3D View.
  2. Click Add Component In the Properties, the gem's Game panel lists its components. Click Add Component.
  3. Choose AudioSource Choose AudioSource, under Audio. It plays a sound from this object.
  4. Scroll down to AudioSource Scroll down to its settings.
  5. Type a sound in Clip Clip is the sound file, a path in your project. The starter's sound effects are in assets, sfx: type the path of whoosh dot wav.
  6. Turn on Loop Turn on Loop, so it keeps repeating,
  7. Turn on Autoplay and Autoplay, so it starts on its own. Spatial is already on: the sound comes from the gem, and gets louder as you walk up to it.
  8. Scroll down the Outliner The starter has music too. Scroll down the Outliner,
  9. Click Music in the Outliner and click the Music object.
  10. Point at its Channel It has an AudioSource too: the theme, looping, and not spatial, so it sounds the same everywhere. Its Channel is Music; sound effects use Sfx.
  11. Press F5 to play As the tooltip says, music keeps playing under menus, while sound effects pause with the game. Press F5 to play.
  12. Click Options Click Options on the title screen. Browsers only play sound after a click or a key press, so the theme starts now. The gem's whoosh waits until you play.
  13. Drag the Music slider Here are the player's own volume sliders. Drag Music to the left, and the theme gets quieter at once, even under this menu.
  14. Click along Sound Sound sets the effects: the gem's whoosh and the pickups. The game saves both settings for the player, with no code.
  15. Press F8 to stop Press F8 to stop the game.
  16. Sounds, channels and volumes That's sound in GameStudio: an AudioSource plays a file from an object, its channel says music or effects, and the Options screen lets players set each volume.

Working with an AI agent

LESSON 15 2:00

From one line to a playable game

Claude Code builds a game in Blender from one brief

Read the steps
  1. Describe your game in one line Here's a new Starter project, Sky Gems, with Claude Code open in its folder. Describe your game in one line: collect all the gems on a floating island before the timer runs out.
  2. Claude checks Blender and plans Claude Code checks that Blender is connected, then writes a one-page plan: an island, six gems and a one-minute timer.
  3. Watch the island appear Then it builds with GameStudio's kits: a floating island from the terrain kit replaces the lawn, with the player on it.
  4. Gems become collectibles Six gems follow, each just above the ground, with the Collectible component, so the player can pick them up.
  5. Scroll out to see it float While Claude works, scroll out in the 3D Viewport to see the whole island floating.
  6. Claude writes the timer code The timer is new code: a small TypeScript system that counts down from sixty seconds, and shows Time's up at zero, or if you fall off.
  7. Open the scene list Menus and the HUD are made in Blender too, so Claude opens the screens file. To watch, open the scene list in the top bar.
  8. Type HUD and press Enter Type HUD and press Enter: the HUD is the screen that stays up while you play.
  9. A timer joins the HUD Claude adds a timer to the HUD, across from the score, and saves.
  10. Claude playtests the game Back in the level, Claude playtests in a hidden browser: it presses Play and runs into the first gem. The gem counts, the clock runs, and there are no errors.
  11. Press F5 to play Claude says the game is ready. Press F5 to play it yourself.
  12. Click Play in the game Click Play on the title screen. That also gives the game your mouse and keyboard.
  13. Hold W to grab a gem The clock starts at one minute. Hold W to run to the gem ahead.
  14. One line, one playable game One gem down, and the clock is ticking. From one line, Claude Code built a game you can play, and every part of it is yours to change in Blender.
LESSON 16 1:32

Playtest and fix

Claude Code plays your level, finds what's wrong and fixes it

Read the steps
  1. A gem on a high ledge Here's Gem Island with one change: a stone ledge, two metres high, with the third gem on top. Can the player get it? Let's ask Claude Code to find out.
  2. Open the GameStudio menu Open the GameStudio menu,
  3. Choose Open in Claude Code and choose Open in Claude Code.
  4. Claude Code starts: click Done Claude Code starts in a terminal, in your project folder. Click Done.
  5. Ask for a playtest In the terminal, ask in plain words: can the player collect every gem? Fix anything that's wrong.
  6. Claude reads the level Claude Code connects to Blender and reads the level first: where the player starts, where the gems are, and the new ledge.
  7. It playtests the level Then it playtests. GameStudio plays the game in a hidden browser with scripted keys, and sends back screenshots, the game's state and its logs. Two gems out of three.
  8. It finds the cause The third gem was never picked up: it's two metres up, and the player's jump peaks under one metre. So Claude adds stairs.
  9. Stairs appear in Blender The stairs appear in Blender, up against the ledge.
  10. It adds a Collider It gives them a mesh Collider, shaped like the steps, so the player can walk up them.
  11. The same playtest passes Then it runs the very same playtest again. This time the player climbs the stairs and takes all three gems, and the win screen opens.
  12. Claude saves and reports Claude saves the level, and tells you what was wrong, what it changed, and the proof: the playtest that now passes.
  13. Playtest, fix, playtest again That's the loop: ask Claude Code to playtest, let it fix what fails, and check that the same test passes.
LESSON 17 1:48

Staying in control

Protect, pause, undo, and trust only what you know

Read the steps
  1. Claude saves a checkpoint first Claude Code is building in Gem Island. Before a big change like this ring of gems, it saves a checkpoint: a copy of the scene to go back to.
  2. Click Claude in the top bar Say you don't like the ring. Click Claude in the top bar.
  3. Click create_from_kit Its recent actions are listed here. Click the one that made the gems.
  4. Click Undo to Here Blender selects them. Click Undo to Here.
  5. Click Undo to confirm It also undoes everything after that action, so it asks first. Click Undo.
  6. Press Esc to close it The ring is gone. Press Escape to close the panel.
  7. Click a gem Now say this gem is exactly where you want it. Click it,
  8. Click Claude again open the Claude panel again,
  9. Click Protect and click Protect: Claude may not change it now.
  10. Click Pause Ask Claude to move the gems closer, and the call is refused: one of them is protected. To stop every change, click Pause.
  11. Click Resume Now even the other gems are refused, and Claude is told you paused it. Click Resume.
  12. Press Esc to close it Tell it to go on, and it moves the two gems it may change, and saves. Press Escape.
  13. Open the GameStudio menu Last, a project someone sent you, saved in Downloads. Open the GameStudio menu,
  14. Choose Open Project... choose Open Project,
  15. Go to Downloads go to Downloads,
  16. Select Coin Hop select the project's folder,
  17. Press Enter to open it press Enter to open it,
  18. Click Open Game Project and click Open Game Project.
  19. Read it, then click Trust The level opens, but GameStudio asks before it runs any of the project's code: its scripts, its packages and the game's dev server. Trust only projects from people you trust. Click Trust.
  20. Trusted, and set up GameStudio remembers your answer and sets the project up. Protect, Pause, checkpoints, Undo to Here and Trust keep you in control.
LESSON 18 1:54

Using Codex instead of Claude Code

Switch the coding agent and build with Codex

Read the steps
  1. Open the Edit menu GameStudio works with Claude Code or with Codex, OpenAI's coding agent. To build with Codex, open the Edit menu,
  2. Choose Preferences... and choose Preferences.
  3. Open Add-ons Go to Add-ons.
  4. Expand GameStudio Click the arrow next to GameStudio to show its settings.
  5. Set Coding agent to Codex Under Coding agent, choose Codex. From now on, the launcher, the welcome and the agent button in the top bar open Codex.
  6. Close the Preferences That's all it takes. Close the Preferences.
  7. Open the GameStudio menu The agent button in the top bar now says Codex. To start Codex, open the GameStudio menu,
  8. Choose Open in Codex and choose Open in Codex.
  9. Install Codex if it's missing If Codex isn't installed yet, GameStudio offers to install it, with OpenAI's official installer. It needs no administrator rights, and Codex opens in your project when it's ready.
  10. Click Open The first time, GameStudio connects Codex to your project: it adds Codex's copy of the skills and the link to Blender. Click Open.
  11. Codex starts: click Done Codex starts in a terminal, in your project folder. The first time, it asks you to sign in, and to trust the folder. Click Done.
  12. Tell Codex what you want Now, in the terminal, tell Codex what you want in plain words. Here: put five mossy rocks of different sizes around the lawn.
  13. Watch the rocks appear Codex looks at the scene first, then builds. The rocks appear in Blender as it works, and the status bar shows what Codex is doing.
  14. Click Codex in the top bar Codex is done. When you close it, the agent button in the top bar still says Codex. Click it.
  15. Next time, click Open in Codex It lists everything Codex did, and each step can be undone. Next time, click Open in Codex right here, and Codex starts in your project again.
  16. Codex starts again That's how to use Codex instead of Claude Code: choose it once in the preferences, and everything else works the same way.

Shipping

LESSON 19 2:02

Publish your game to the web

Build Web, the dist folder, and a test in a browser

Read the steps
  1. Open the Scene tab Gem Island is ready to share. Publishing starts in the Properties: open the Scene tab.
  2. Press Ctrl+Space for room Its Game Project panel has everything for a web build. Press Control Space over the Properties to give it the whole window.
  3. Scroll down to Build Scroll down, past Blender's own scene settings, to the levels and the build.
  4. Click Export All First, click Export All, so the build gets the latest version of every level and menu.
  5. Check the export's size The project box shows the export's size, triangles and draw calls. Lower numbers load and run faster on the web.
  6. Click Build Web Now click Build Web.
  7. Wait for the build GameStudio builds it in the background: it bundles the code, compresses the levels and copies the sounds and menus.
  8. Scroll down to the result It's done. Scroll down a little to see the result.
  9. Open Output Folder shows it The finished game is in the dist folder, inside your project. Open Output Folder shows it in your file manager.
  10. Open the Editor Type menu You can also look inside right here in Blender. Open the Editor Type menu,
  11. Choose File Browser and choose File Browser.
  12. Go up one folder It opens in your project's scenes folder. Click the arrow pointing up to go to the project folder.
  13. Add dist to the path Double-click dist to open it, or, as here, click the path at the top, press End, type dist, and press Enter.
  14. Keep THIRD-PARTY-NOTICES.md with it That's your whole game: index.html starts it, and the folders hold its code, levels and sounds. THIRD-PARTY-NOTICES.md lists the licences of the libraries inside. It must always stay with the game.
  15. Click Play in the browser To test it before you upload it, serve the dist folder from your computer, as the manual shows, and open it in a browser. Click Play.
  16. It plays like in Blender It plays just as it did in Blender. It's the same game, now a website.
  17. Upload dist to the web To publish, upload everything in dist: zip it for itch.io as an HTML game, or put it on GitHub Pages, notices included. That's your game, on the web.
LESSON 20 1:35

Save your game as a template

Start new games from one of your own

Read the steps
  1. Open the GameStudio menu Here's Gem Island, the starter game, with a few things of my own: trees, rocks and a stack of crates. To start new games from it, save it as a template. Open the GameStudio menu.
  2. Choose Save as Template... Choose Save as Template.
  3. Set Id to my-island The Id is the template's folder name: lowercase, with dashes for spaces.
  4. Set Label to My Island The Label is its name in the New Project list: My Island.
  5. Add a Description And the Description is the one line shown beside it.
  6. Click Save Template It's saved in your Documents folder, under GameStudio, Templates. Click Save Template. Your game itself stays as it is.
  7. Open the GameStudio menu again The status bar says it's saved. Now start a new game from it: open the GameStudio menu again.
  8. Choose New Project... Choose New Project.
  9. Pick My Island Your template is here, under Your templates, after the built-in ones. Pick it.
  10. Name it Crystal Cove Give the new game a name: Crystal Cove.
  11. Click Create Click Create.
  12. Wait for the setup GameStudio copies your template into a new folder and sets it up. It takes a few seconds.
  13. Click one of your trees Crystal Cove opens with everything from your template: the trees, the rocks and the crates, with the starter's player and gems. Click a tree. It's part of the new game.
  14. See the Game Project panel And the Game Project panel shows it's Crystal Cove, a new game in its own folder. Gem Island stays as it was.
  15. A new game from your template That's your own template. Every new game can start from it, with its levels, its code and its custom skills.