Creatorium
EARLY BUILD · ACTIVELY DEVELOPINGRegular updates. New features. One payment. Free updates. No subscriptions.Our approach ↗

THE CREATIVE STUDIO FOR INDIE GAME DEVS

Your characters.
Your worlds.
Brought to life.

An animation studio with a whole creative toolkit inside.
Draw it. Rig it. Paint it. Animate it.
Then take it into the game you’re building.

ONE APP. FROM FIRST SKETCH TO IN-GAME ASSET.

● ● ●CREATORIUM / ANIMATION STUDIO●
FOREST GUARDIAN / CHARACTER STUDY✦ Bones · Mesh · Motion
▶
00:01.24

Illustrative workspace preview · showcase artwork

MEET YOUR NEXT CREATIVE WORKFLOW ↓
BUILT FOR YOUR PIPELINE✦Unity / C#✦Godot 4 / GDScript✦GameMaker / GML

ANIMATION IS AT THE HEART OF IT

Don’t just make a character.
Give it character.

From a first pose to a finished clip.
Keep artwork, rig and motion together.

ARTWORK → RIG → ANIMATIONA hero in the making.Illustrative artwork, not an application capture.
01

Build the bones. Find the pose.

Create branching bone hierarchies, attach artwork, key position, rotation and scale, and pose limbs with two-bone IK. Store reusable poses in your project.

02

Bind it. Bend it. Bring it alive.

Generate a mesh, bind it to bones and create automatic weights. Refine influences with weight editing, normalisation and smoothing, or animate vertices directly.

03

Make every frame matter.

Animate artwork, text, shapes and curves on a timeline. Retime channels, build reusable character clips and control their looping, speed and phase in a scene.

04

Add the finishing spark.

Explore prebuilt glows, hue cycles, pulses, fades, spins, explosions, particles and animated backgrounds. Build atmosphere without starting every effect from scratch.

A WHOLE TOOLKIT. ONE APP.

Build the assets.
Stay in the creative flow.

Artwork, sprites, rigs, models and sound.
Your next game needs more than animation.

YOUR CHARACTER, IN MOTION

From artwork
to action.

Build a rig, bind your artwork and shape the movement. Keep bones, meshes, keys and reusable clips together in an editable animation project.

  • Bones, two-bone IK & pose library
  • Mesh binding & weight editing
  • Timeline, vertex keys & reusable clips
SAVE / .jonni
● ● ●ANIMATION STUDIO / FOREST GUARDIAN✦

Illustrative workspace composition with AI-created example art; not an app screenshot.

TAKE THE COLOUR INTO 3D

Your model.
Your paint job.

A direct-on-model painting workflow, inside your creative studio.

Brush colour onto 3D forms, work with UV textures and layers, stamp details or project a PNG onto the surface. Give your game props and characters their own visual identity.

Brush & stampPNG projectionUV texture paintingEditable paint layers

For the hands-on workflow you might associate with Substance 3D Painter — with Creatorium’s own painting tools and feature set.

3D texture painting concept · illustrative example asset

THE EXTRA SPARK

More atmosphere.
Less starting from zero.

Prebuilt animation effects at your disposal.

Glows and colour shifts. Explosions and particles. Starfields, drifting sparkles and retro wire tunnels. Start with an effect, then build a look that belongs in your game.

Try a website illustration of the look. These controls do not run Creatorium’s effects engine.

LOOK PREVIEW / GLOW

ROUND OUT YOUR GAME WORLD

Every idea needs
a supporting cast.

SHAPE YOUR WORLD

Models & Voxels

Assemble 3D shapes and imported models in Model Builder. Build coloured block creations in Voxel Studio. Inspect models and render rotating PNG animations in the 3D Viewer.

FROM REFERENCE TO MOTION

Trace & Artwork

Convert reference pictures into editable paths and filled artwork. Transfer a trace into Animation Studio, or keep the original painted image as your asset.

GIVE THE MOMENT A SOUND

SFX & Music

Design sound effects, compose notes and arrange music. Save the editable arrangement and export audio to accompany your animation or game.

KEEP THE MASTER. EXPORT THE RESULT.

Save the whole idea.
Come back to any detail.

Each workspace has its own native format.
Your editable project is more than an exported image.

.jonniAnimation, rigs, meshes & motion
.jonniartLayered artwork & masks
.anipixPixel layers, cels & timing
.jbuildModel Builder assemblies
.jonnivoxEditable voxel creations
.jobj3D Viewer geometry & settings
.jonmusicEditable music arrangements
.jonnibrushReusable brushes & tips

FROM CREATORIUM TO YOUR GAME

Your engine.
Your next playable moment.

Export finished images.
Or deliver supported animation as code.

01 / UNITY

C# animation export

Generate a Unity C# export with animation data and the companion assets needed for playback in your project.

See the handoff +

Open the exported project through Unity Hub and follow its README when bringing the generated code and companion assets into your own game. Keep the required files together.

02 / GODOT 4

GDScript animation export

Export animation data and GDScript playback, ready to bring into a Godot 4 project.

See the handoff +

Copy the complete exported folder into your project and attach animation.gd to a Node2D. Use the generated play, pause and seek controls to drive the clip.

03 / GAMEMAKER

Native GML export

Generate artwork data and playback functions for use in your GameMaker project.

See the handoff +

Follow the generated setup comments: create the clip, advance it in Step, render it in Draw and call its cleanup function when finished. Generated names depend on your project.

Choose the right delivery format.

Export PNG images, sprite strips or individual frames. Unity and Godot offer native code export for supported content and a separate rendered PNG-frame playback option for advanced content, including bone and mesh deformation. Rendered playback preserves the look; it does not export an editable engine rig. Keep the native Creatorium project for further edits.

YOUR IDEAS DESERVE YOUR CREATIVE TOUCH

Create the character.
Own the creative process.

Go beyond an AI image. Make the artwork, shape the movement and build a visual identity that belongs to your game.

You know the expression, the silhouette, the way your character should move. Creatorium gives you the tools to work on those details yourself — from the first sketch to an editable animation, all in one app. Spend your creative energy making decisions, trying ideas and developing a style of your own.

ONE CHARACTER. TWO WAYS TO GET THERE.

Imagine you’re making a 2D character for your game.

Here’s an example of how a multi-app workflow can compare with working in Creatorium.

THE MULTI-APP ROUTE

Build your character.
Manage your toolkit.

  1. Draw in an art application.

    Learn its brushes, selections, layers and masking tools. Prepare separate character parts for animation.

  2. Move to a rigging and animation application.

    Learn another interface, bone setup, binding, weights and timeline controls. Check the imported artwork and adjust the rig.

  3. Prepare the result for your engine.

    Choose an export format and check transparency, frame timing and companion assets. Revisit the source applications when something needs changing.

  4. Bring it into your game.

    Set up the assets or playback code in your engine, test the animation and repeat the handoffs when you revise the character.

Capable tools, each with its own interface, workflow and learning curve. Depending on your choices, separate licences or subscriptions can add to the overhead.

THE CREATORIUM ROUTE

Keep the creative work
in one studio.

  1. Create your artwork.

    Start in Sketchbook or Pixel Suite. Draw your character, develop the colours and keep the editable source.

  2. Bring it to life.

    Use Animation Studio to build bones, bind meshes, refine weights and key your movement. Add prebuilt effects where they suit the scene.

  3. Save the master. Export for the game.

    Keep your native projects editable. Export PNG frames or use the supported Unity, Godot and GML animation export options.

  4. Test, refine and keep creating.

    Bring the export into your game. Return to Creatorium for creative changes, then export the revised result.

One creative toolkit to get familiar with. One payment. Free updates. No Creatorium subscription.

Learn the craft. Keep your momentum.
There’s still a craft to learn, and your game engine has its own setup. Creatorium brings the creative tools together so you can spend less time juggling applications and more time developing your artwork and animation.

Find your creative flow ↗

Native engine exports support specific content; advanced animation can use rendered-frame playback. See engine export details for the delivery options.

MORE CREATING. FEWER MONTHLY BILLS.

One payment.
Keep on creating.

Built around a developer’s needs.
Priced with indie creators in mind.

01 / BUY ONCE

No subscriptions.

A one-time purchase. No recurring subscription to keep using your creative tools.

02 / KEEP GROWING

Free updates.

Regular updates and new features are part of the plan, with updates included free for owners.

03 / MADE FOR INDIES

Affordability matters.

The aim is to keep Creatorium affordable for solo developers and small teams. The launch price will be announced here.

EARLY BUILD / ACTIVELY DEVELOPING

This is the beginning of the public journey.

Creatorium is an early build, and it’s still evolving. Expect regular updates, refinements and new features as development continues.

A NOTE FROM THE DEVELOPER

I built the tools
I wanted to use.

Three years of work.
A very personal creative toolkit.

— Jonni

Creatorium began with my own animation needs. There were features I wanted, but I wasn’t prepared to take out another subscription to get them. So I started building a tool for myself.

01 / LOOKING GLASS

A tool with a personal purpose.

It started as Looking Glass: something to help me make the animations I wanted to make. A general release wasn’t the plan.

02 / JONNI’S BIG TOOL

The name grew with the toolkit.

As I added more, it became Jonni’s Big Tool. It was still only intended for my own use, so the file extensions were Jonni-related too. Well, it was my software.

03 / CREATORIUM

Then other people tried it.

A couple of people used it and found it sped up their workflow. They encouraged me to consider a general release. What had been my personal toolkit started to look like something other creators could use.

For three years, while I was away from public life, I kept working on it. Creatorium is the result of that time — and there’s plenty more I want to add.

The idea is simple: useful creative tools, an affordable one-time purchase, free updates and no subscriptions.

FOR SOLO DEVELOPERS. FOR SMALL TEAMS. FOR BIG IDEAS.

Make the assets.
Build your game.

Your animation and creative toolkit, together in Creatorium.

One paymentFree updatesNo subscriptions
Explore the toolkit ↑

Early build · Regular updates and new features planned.
Launch price and download details will be announced here.