In developmentFor solo creators and small teams

Tomorrow's worlds,built with
today's tools.

IDX builds the software layer between traditional game tools and modern AI models, so solo creators and small teams can start building next-generation playable experiences now, not after the next engine.

A chunk of coastline terrain with a harbour and lighthouse, textured on one side and wireframe on the other
Saltmere · terrain tile · mesh → textured
A terraced stone courtyard with an olive tree, half textured and half wireframe
Game-ready asset · textured → mesh

Where this is going

Worlds anyone can build, steer in natural language and play on every screen.

That future is coming. Models already generate meshes, voices, music and code. Engines are growing agent interfaces. Within a few years, a person with a world in their head will be able to direct it into existence and keep it alive across platforms. We intend to build the tools that make that real.

What we're building now

The layer that closes the gap.

The models and the engines exist. What's missing is the software between them: a layer that takes direction in plain language, holds the state of the world, and executes through the tools creators already use. That is what IDX is building, for solo developers and small teams, starting with today's pipelines.

IDX layer · The Northern ReachIdle

Direction

World layer

    Your tools

    • Blenderwaiting
    • Tripowaiting
    • ElevenLabswaiting
    • Unitywaiting

    Concept interface · in development · tool names are illustrative

    The gap

    The models arrived. The pipeline didn't change.

    Every week brings a better generator and a new agent hook inside an engine. For a small team, that means more tools to stitch together by hand, not less work.

    Stone steps climbing into an unfinished wireframe block
    Half built · where most pipelines stall
    01

    The models don't know your engine.

    A generator hands you a mesh. It has no idea what scene it belongs in, what scale your world uses, or what the last fifty assets look like.

    02

    Your engine doesn't know what the models made.

    Unity, Unreal, Godot and Blender treat generated work as loose files. Nothing carries the intent, the lore or the rules that produced it.

    03

    The creator is the glue.

    Solo devs and small teams spend their time exporting, importing, renaming and re-explaining. The leverage AI promised gets lost in the handoffs.

    On the Infinite Detail radarRecent
    • Unity ships official plugins for Codex and Claude Code
    • Fortnite creators can now point Claude Code or Cursor at UEFN
    • Convai's Unity MCP lets Claude Code or Cursor build a talking NPC
    • Summer Engine can now build and edit whole scenes from chat
    • Cascadeur 2026.2 lets AI agents drive the app

    The tools are converging on agent interfaces. Nobody is making them one workflow for a small team.

    The layer

    Between your tools and the models.

    Four parts, built in this order. Each one is useful on its own inside an existing pipeline.

    Concept of the IDX canvas: a ruins scene with a selected bridge, scene tree, transform panel and asset shelf
    IDX canvas · concept
    “Make the forest older. Fewer paths, more ruins.”→BlenderTripoUnity
    01 · Orchestration

    Direct in plain language. Execute in your tools.

    Describe what the world needs and the layer turns it into jobs for the engine, the DCC apps and the generative models you already run. We don't replace your pipeline. We connect it.

    Geography
    History
    Factions
    Rules
    02 · World state

    One source of truth for the world

    Geography, history, factions and rules live in a persistent canon that every tool and model reads from and writes to. Generated work arrives knowing where it belongs.

    WebDesktopMobile
    03 · Platforms

    The world is the asset, not the build

    Because the world lives in the layer, the same world can target web, desktop and mobile. Publishing to a new platform stops being a rebuild.

    Generated→Reviewed→Approved
    04 · Craft

    Artists keep the final say

    Everything generated is routed through review. Approved work teaches the layer the look of your world, so quality compounds instead of drifting.

    World state

    A scene is a file. A world is a record.

    Generated scenes impress for a minute and fall apart the moment you look closer, because nothing remembers what was decided. The layer keeps a persistent canon that every tool and model reads from and writes to, so a world gets deeper with every change instead of noisier.

    Without the layer

    Loose files, lost intent, every tool starts from zero

    With the layer

    One canon, checked on every change, shared by every tool

    Isometric diorama of Saltmere, a fishing village with a dark lighthouse on the cliff
    World canon · SaltmereThe Northern Reach
    Region
    The Northern Reach
    Era
    Year 214, after the Drowning
    Factions
    Saltmere Fishers · Lamp Order
    Rule
    No ship sails after the lamp goes dark
    Readers
    Unity · Blender · Tripo · ElevenLabs
    Canon check · incoming change from Unity

    “Saltmere fishers sail at night to avoid the lamp.”

    Conflicts with rule: no ship sails after the lamp goes dark

    Suggested: they fish the shallows at dusk and blame the keeper for every lost boat.

    Consistent · deepens existing distrust

    Concept interface · in development

    Roadmap

    Close the gap first. Then widen what's possible.

    NowIn development

    The interface layer

    Plain-language direction executed through the tools solo creators and small teams already use, backed by a persistent world canon.

    • Orchestration across engine, DCC and generative models
    • Persistent world state with consistency checks
    • Review flow that keeps artists in control
    Next

    One world, every platform

    Publish the same world to web, desktop and mobile from the layer, with the canon travelling with it.

    • Cross-platform publishing from one world
    • Shared worlds for small teams
    • Playable experiences, not just scenes
    Later

    Worlds you steer in natural language

    Living worlds that grow in play and respond to direction from creators and players, across every screen.

    • Runtime steering, not just authoring
    • Worlds that persist and evolve
    • Anyone with a world in their head can build it

    Infinite Detail

    Every week, we talk to the people this is for.

    Infinite Detail is our weekly radar of game-making tools, read by solo devs and small teams. It is where we see what one person can build now, and what still gets in the way.

    3,200+

    gamedevs on the weekly email

    34

    issues, every Saturday

    Weekly

    tool radar, catalog and deals

    Careers

    Small team. Enormous canvas.

    We're looking for artists and makers who want to define how worlds get built for the next decade. Remote, async and very hands-on.

    AI Creative Generalist

    Product & World · Full-time · Remote

    You make things with every new tool the week it ships. Prompting, scripting, kitbashing, editing: you turn rough ideas into playable moments and help define how creators will work with the layer.

    Environment Artist

    Art · Full-time · Remote

    You build places people want to stay in. You'll set the visual bar for generated worlds and teach our systems what good terrain, lighting and composition look like inside a real engine.

    Character Artist

    Art · Full-time · Remote

    You give worlds their people. You'll design characters, define style rules the pipeline can follow, and make sure generated cast members feel authored, not assembled.

    Don't see your role? Pitch us anyway. Choose “Careers” in the form below.

    Get in touch

    Building in this space? Let's talk.

    We're speaking with investors, engine and tool makers, model labs and creators who believe the next wave of games will be built by far smaller teams.

    • Investors

      The thesis, the roadmap and where we're headed.

    • Collaborators

      Engines, DCC tools, model labs and platforms.

    • Creators

      Early access and design partnerships.

    I'm reaching out as

    Prefer email? hello@whysonice.com