• Gamebryo Editor provides a variety of functionalities including a build process. The editor will manage all assets, export from Autodesk Max® and Maya®, and process into platform specific data to be written to the appropriate final directory. This entire system is automated and requires no user interaction.

  • The Gamebryo Editor is used in level creation to add terrain, entities, lights, cameras and to customize placement and properties.
    • Level Editor
      • Enables terrain creation, placement of references for scenes, lights and cameras and the key frame of other variables.

    • Terrain Editor
      • Gamebryo's cross-platform terrain system is integrated with the runtime.
      • Robust platform to create objects, apply materials, sculpt and paint terrain.

    • Set Editor
      • Creates scenes in the Gamebryo Editor and loads via streaming while the game is running. A Set is saved as a .gbs file which contains all model and texture data. Gamebryo builds a set's .gbs file into a finalized .gbf file.
      • Best used for groups of assets that share resources or need to be controlled by designers. Also used for initializing a character, groups of NPCs or props, or level objects that can appear anywhere in a level.
      • Useful for dynamic objects which can change appearance or location. These dynamic assets will stay loaded, keeping their current status saved.
      • Assets that use the same materials or textures can also be grouped within a Set to improve performance and reduce memory footprint, allowing assets to reference resources that would otherwise be duplicated.

    • Material Editor
      • Customizable creation and editing platform to make materials and level objects.
      • Exposes the interface to the material files that represent all parameters used for rendering, gameplay, physics and other variables.

    • Preview Viewport
      • The Preview Viewport enables assets to be viewed while running. Multiple assets can be viewed simultaneously in real-time along with performance statistics such as frame rate, polygon counts and an overdraw indicator.

      • The Asset Viewer displays both a rendered view of the scene and a complete hierarchical view of the underlying graph, providing detailed information about any object in the scene.

    • Build Process
      • Executable that finalizes all source assets and creates a completed game build.