Creatorium
EARLY BUILD · ACTIVELY DEVELOPINGOne payment. Free updates. No subscriptions.Find out more ↗

BUILT BY AN INDIE DEVELOPER. FOR INDIE DEVELOPERS.

The animation suite
for indie game
developers.

Create the artwork. Build the animation.
Make the models, textures, music and sound.
Bring it all together in one app.

YOUR ARTWORK. YOUR ANIMATION. YOUR GAME.

ANIMATION STUDIO / VORTEXION OPENINGActual Creatorium screenshot

THIS IS WHAT’S INSIDE

Meet your
creative suites.

Animation at the heart. The tools around it.
Select a suite to see its workspace and what it does.

ANIMATE YOUR GAME WORLD

Animation Studio

SAVE / .jonni

EXPORT / PNG frames / sprite strips / supported engine code

From the first keyframe to the opening scene.

Build cutscenes, animate artwork and text, and give game assets their own movement. The Vortexion opening shows the timeline, editable tracks and animated wireframe artwork working together in a real project.

  • Bone hierarchies, two-bone IK and reusable poses
  • Mesh binding, automatic weights and weight editing
  • Keyed vertices, editable curves and reusable animation clips
  • Prebuilt glows, hue cycles, pulses, particles and backgrounds

MODEL BUILDER + SURFACE PAINT

From geometry
to a face of its own.

Three real views of the same workflow.
Build the form. Position the PNG. Paint the surface.

01 / THE MODEL

Start with the form.

Import or assemble the geometry in Model Builder and inspect the mesh from different views.

02 / PNG PROJECTION

Place the detail.

Position a PNG guide over the model and brush its image detail onto the UV-painted surface.

03 / THE PAINTED SURFACE

See it in 3D.

Orbit the head to inspect the painted face, refine the remaining areas and save the editable assembly.

Direct-on-model painting, inside Creatorium.

Brush colour, stamp details, manage paint layers and use PNG projection in the same toolkit. It’s the hands-on surface-painting workflow you might associate with Substance 3D Painter, delivered through Creatorium’s own tools.

UV texture paintingBrush & stampPNG projectionOBJ + MTL export

TRACE / IMAGE → VECTOR → GAME CODE

A picture in.
Wireframe code out.

Turn an image into outlines you can take into your game.

The ghost on the left becomes vector line art on the right. Trace follows the silhouette and internal features, with controls for quality, detail and transparency.

  • Compare the original PNG and traced paths side by side.
  • Send the result straight to Animation Studio.
  • Export GML, Godot 4, Unity C# or SVG from the tracing tools.
Explore Trace ↗
Actual Creatorium screenshot / original image and traced result

THE ANIMATION TOOLSET

Give your assets
movement and personality.

Keep artwork, rigs, effects and sound
together in an editable project.

01 / RIG

Bones & posing

Build branching bone hierarchies, attach artwork, key transforms and pose two-bone limbs with IK. Store poses you want to use again.

02 / DEFORM

Binding & meshes

Bind a mesh, generate automatic weights, refine influences and smooth the result. Use keyed vertices to shape a bend or deformation.

03 / ANIMATE

Timelines & clips

Animate images, text, shapes and curves. Retime channels and reuse character clips with their own looping, speed and phase.

04 / FINISH

Effects & audio

Add glows, hue cycles, pulses, fades, particles, explosions and animated backgrounds. Use Audio Studio and Music Studio to give the scene its sound.

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 Sketch Pad 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.

Creatorium workspace

Creatorium workspace screenshot