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Upload and organise game artwork

The Assets library is the game's source for card art, icons, textures, diagrams, and cover images. Keeping artwork here makes it available to Designer layers, image dataset cells, variables, and the Scratch Pad.

The Night Market Rush Assets library with folders, other games, search, Filters, sort, and Upload

Upload images​

Studio accepts JPEG, PNG, and WebP files up to 25 MiB each. One batch can contain 25 files, and up to four uploads run at once.

  1. Open Assets.
  2. Open the destination folder, or stay at the top level of the library, which is named after the game.
  3. Choose Upload or drop files into the library.
  4. Wait for upload and processing to finish before binding it.
  5. Open View properties or Preview to confirm the result.

Processing creates the versions Studio needs for fast previews and output. If an upload fails, inspect the failed item before retrying so you do not create duplicates.

Find and organise artwork​

  • Search by name, type, size, or usage. Helpful operators include type:png, size:>5mb, size:1mb-10mb, design:name, dataset:name, used, and unused. Search suggestions show valid values as you type.
  • Choose Filters to narrow the folder by file type or usage. Each active filter shows as a chip under the search: select its × to remove it, or Clear filters to remove them all. Typing type:png, used, or unused followed by a space adds the same chip.
  • Use the sort menu beside Filters to order images by name, last upload, or last edit. The count beside the folder name shows how many images match.
  • Create nested folders for roles such as card art, icons, backgrounds, and rulebook.
  • Rename an image to describe its purpose.
  • Multi-select images and folders for bulk move, duplicate, or delete actions.
  • Drag items into folders for quick organisation, or choose Move to… from an item's or selection's menu, which also works on touch screens and from the keyboard. Folder menus add Move up and Move down to reorder folders.
  • From the keyboard, the image grid is one Tab stop: arrow keys move between tiles, Shift + arrow keys extend the selection, Enter opens a folder, and Shift + F10 opens the focused item's menu.

Moving a used image can change its current asset URL. When Studio detects design usage, choose Move + Update Links to rewrite those design links. Move Only leaves existing links unchanged. Review the usage information before reorganising important files.

Edit image appearance​

Choose Edit to crop, adjust, filter, and add effects with a live preview. The editor shows how many designs and placements use the image. Apply to library saves the look on the library image without changing its file, so every design that uses it shows the change. Placements with their own edits keep them unless you also tick the option to reset them.

A Designer layer still controls its own frame size, fit, corner shape, and placement. Check representative layers after editing a shared asset, especially when the same artwork appears in differently shaped frames.

Use an image from another game​

Open Other games in an image picker or the Assets library, then choose a game, folder, and image. You need editor access to both games. Studio offers two choices:

  • Link live image keeps one source image. Changes to the source appear wherever it is linked and do not use another copy's storage. The link becomes unavailable if you lose access to the source game or the source image is deleted.
  • Duplicate into this project copies the image into the current game. The copy uses the current game's storage and becomes independent, so later source changes or access loss do not affect it.

Choose a live link for shared artwork that should stay synchronised. Choose a duplicate when this game needs its own version or must remain portable without the source game. A linked image cannot be linked again from the destination; open its original game first.

The Designer's Assets → Game selector provides the same link-or-duplicate choice for games you own. Shared collaborator games are not shown in that compact Designer selector. See Use images, icons, and library assets for inserting directly on the canvas.

When deleting a source image, Studio reports known links from other games. Replace those links before deletion unless breaking them is intentional.

Replace artwork everywhere​

When your edited version should take the original's place, open the image editor and choose Save as file → Replace library image…. After you confirm, Studio overwrites the original file with the edited pixels, so every design, binding, and dataset cell that uses the image shows the result without relinking. This cannot be undone. Choose Save as new image instead to add a separate edited copy and leave the original unchanged.

To use artwork from a different file, upload it as a new image, then point the layers, dataset cells, or variables that should show it at that image.

After replacement:

  1. Review its design and dataset usage.
  2. Check crops and image effects on representative layers.
  3. Preview generated rows that use it.
  4. Rebuild any export that must include the revision.

Delete safely​

The delete confirmation reports known usage in designs, datasets, variables, and the Scratch Pad. Studio disables deletion when the usage check is incomplete. Deleting a used image can leave a broken visual or unresolved value wherever that reference remains.

Before confirming:

  1. Open the image's usage or properties.
  2. Replace or remove each important design and dataset reference.
  3. Check variables and Scratch Pad image cards that use the artwork.
  4. Delete only when any remaining broken reference is intentional.

Deleting a folder moves its images to the top level of the library (Unfiled in the confirmation); it does not automatically delete every image inside it.

For print work, use source artwork with enough pixels for its final physical size. Export QA checks image resolution in the generated design.