Getting Started
This section contains a more complex and varied summary of experiences. Unlike documents which are designed to solve a very specific problem, this section tends to describe a particular approach or summarize the most direct experience gained from a particular path.
How it felt
Titles and descriptions for every current Exp note—open a card when you want to see how that path felt in practice.
Convert
Layered design files into engine-ready scenes.
Figma to Godot Importers Are One-Way: Why MCP + AI Art Sync Needs a Different Pipeline
Figma has Exporter plugins; Godot has Importers and a separate MCP plugin. Both ends exist. Getting a screen into the engine still usually happens once, and the node tree often no longer matches the layer structure.
Image to Layers: How to Separate Character Images Into Layers for a Faster Game Asset Preparation Workflow
Image-to-layers is already easy: splitting a PNG into layers. The work that remains is landing those layers in an engine with positions, names, and interaction still intact.
Figma to Unity: after AI First, UI handwork is no longer the center
After shipping Figma to Unity, at least half of Saharukh’s May 2026 golden rules no longer block progress. AI First automates the handoff: Codex, VberAI Studio, Unity MCP, Unity.
Exporting Figma designs to Godot: post-processing after Figma and Cursor
Figma plus Cursor still leaves design-file post-processing open: layered, engine-shaped export that an AI IDE can read. VberAI Studio sits in the middle; Godot MCP keeps editor context.
Sprite
Sprite sheets, cleanup, and reskin on existing game art.
Godot AI Art Workflow: Batch Processing, and Sync Between Generation and Code
The common five-step Godot AI art workflow is already outdated if Cursor, Claude Code, and Codex are in heavy use. Watch batch processing of art, and sync between batch generation and code logic.
AI game asset generator, batch game art AI, one-click game theme reskin
Festival reskins on existing game art are batch jobs with a shared prompt. Studio Reskin keeps structured settings and replaces presentation; scale needs batch API and the original environment parameters.
What does pixel sprite sheet cleanup look like without AI-assisted tools?
A walkthrough of pixel sprite sheet cleanup with general tools—Grok Image, GPT Image 2, Pixian, Figma, Ezgif—and where the friction sits versus one-click products.
Using AI to generate sprite sheets and clean them up into game-ready pixel art
Friction points when turning AI sprite sheets into engine-ready assets—and where VberAI helps with classification, structure, context rules, and metadata.
Localization
On-image text in store frames and UI sprites.