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Continual MI
Docs/Assets

Managing Assets

Assets are the visual and audio elements that bring your game to life — character sprites, background scenes, music tracks, and sound effects.

Asset types

TypeFormatNaming conventionNotes
Character spritesPNG with transparencycharacter_expression (e.g. elena_happy)Multiple expressions per character. Neutral is the fallback.
LocationsJPG or PNG, 1920x1080 recommendedlocation_variant (e.g. cafe_night)Create time-of-day or weather variants for key locations.
MusicMP3Descriptive (e.g. tension, romantic_evening)Tracks loop continuously. Should loop cleanly.
Sound effectsMP3, 1–5 secondsAction-based (e.g. door_slam, phone_ring)One-shot cues triggered by the AI during narration.

Creating assets

AI image generation

The primary way to create visual assets. Open any image section in your workspace (Characters or Locations), click Generate, enter a text prompt, and review the result. Location images can queue multiple attempts at once, keep generating after the location modal is closed, and be cancelled while still running. Generation uses platform credits.

External creation tools

MDL does not ship a built-in art editor. If you need detailed editing, compositing, or audio production, use your normal external tools and treat MDL as the place where your hosted game assets are organized and generated where supported.

Direct uploads

You can upload hosted image assets directly through the Characters, Locations, and presentation asset sections, and upload music through Songs. Each upload now opens a dedicated modal so you can drag and drop the file first, let MDL infer the starting ID and title from the filename, and only then confirm the final metadata.

Current upload limits

Hosted image uploads now cover references, sprites, location images, and UI assets. Sound effects can be uploaded as audio, while visual special effects remain built-in toggles rather than uploadable assets.

Not seeing your changes in the dev workspace?

Hosted game assets are cached for efficiency. To see changes immediately after uploading or editing an asset, open browser DevTools, go to the Network tab, and check Disable cache (only active while DevTools is open).

Referencing assets in Instructions

Your instructions should list available assets by their IDs so the runtime knows what can be used in each scene. Include a short description of what each asset represents.

Characters:
- elena (sprites: elena_happy, elena_sad, elena_surprised)
  Elena is the protagonist's best friend.
- marco (sprites: marco_neutral, marco_smiling, marco_serious)
  A mysterious stranger with unclear motives.

Locations:
- cafe_day, cafe_night: The local coffee shop
- park_morning, park_day: The central park
- protagonist_room: The player's bedroom

Music:
- calm: Gentle acoustic, everyday moments
- tension: Low strings, something is wrong
- romantic: Piano and soft strings

Building your library

Start small

Begin with 3-5 locations, 2-4 visible subjects with 3 expressions each, and a handful of music tracks. Expand as your game develops.

Cover the basics

  • A neutral expression for every character (used as fallback).
  • At least one version of every location mentioned in your instructions.
  • Background music for different moods (calm, tense, romantic, dramatic).

Consistent style

AI-generated images tend to have consistent style when generated with similar prompts. Batch similar assets together in the same session for visual coherence.

Next

Build
Instructions
Reference your assets in the game's stored instructions.
Build
Workspace
Manage your hosted game sections and asset libraries.