🎮 Ünflat for game developers
Ünflat for game developers
Prototype assets in minutes. Every Flatling exports as a clean .glb that drops into your engine.
You’re already wearing six hats — modeling shouldn’t be a seventh. We know
because we’re a game studio too: Ünflat is the asset tool we built from
experience with our own projects. Block out a character on the couch, paint
it, and export a .glb that opens natively in your engine. No retopo, no
cleanup, no format dance.
Straight into your pipeline
.glbopens everywhere: native in Godot, drag-and-drop in Unreal and Blender, one package install in Unity — the docs walk through each engine.- Deliberately low-poly: light meshes and readable silhouettes, born clean instead of decimated down.
- A fully fledged paint tool, not an afterthought: pixel-paint faces by hand with pixel-perfect drawing and dithering tools, pull from the community pattern library, or rip textures straight from real photos. Either way, colors bake into a crisp nearest-neighbor texture — pixels stay sharp at any size, and erased cutouts arrive as real holes.
- Photo textures, start to finish in-app: film a turnaround video or snap a series of photos, rip the textures, straighten their perspective, and pack them into a texture atlas — all without leaving the app. That PSX-era photo-texture look, minus the external toolchain.
- One click, everything rides along: textures, animations, and texture animations export with the model, rigs included. Clips step pose to pose exactly like the app’s stop-motion preview.
- Sprite sheets and turnarounds straight out of the same menu — asset and store-page material from one session.
Great for greyboxing
Because every move lands somewhere usable, it’s quick to fill a scene with readable stand-ins (a crate, a critter, a prop) and swap them later. The diorama editor mocks up whole compositions before your engine ever opens. Chunky low-poly by default — which is exactly the vibe a lot of projects want to keep.
Honest about what it is
Export is one-way: Ünflat writes .glb, it doesn’t read it back. The file is a
finished artifact for your engine, not a round-trip source. That’s a feature:
your asset lives in your project, not locked in a tool.
Seats for your studio
Kitting out a team or a game jam? We do bulk seat licensing. Get in touch.
Try it with your game developers.
Licensing a class, studio, or team? Get in touch.