GameChef
GameChef: a browser game editor combining visual scene editing with AI tools for code, artwork and sound.
Updated on
Visual and AI tools
Editing
Code, art and sound
Channels
Structured projects
Project structure

The challenge
GameChef wanted a game editor combining visual editing and AI generation. Users needed to move objects themselves, generate code, and add artwork and sound to their games. The code had to fit a defined project structure the editor could read. We used an existing physics engine. Credits, payments and account management were also part of the brief.
The analysis
The editor needs to read and modify generated code. We gave the AI a project template and a searchable library of code examples, providing a concrete starting point for the file structure.
We chose a visual editor for placing and adjusting objects. Users can change a scene directly and see the result, while AI remains available for code, artwork and sound.
Generated artwork had to work inside the game. We added processing into sprite sheets and animation frames to the art studio.
To launch publicly the tool needed more than clever AI. It needed a credit system, payments and a back-office so usage could be metered, billed and managed.

What we built
Visual scene editor
A visual browser editor where users compose scenes and adjust objects by hand. The live preview shows what those changes look like.
3 parts
- Drag-and-drop scene composition with live preview
- Built on a proven physics engine instead of a home-grown one
- Direct manipulation of objects, layers and properties
AI coding engine
The AI coding agent uses code examples and a project template to generate code that the visual editor can read and modify.
4 parts
- A large library of coding samples, vectorised so the agent can search them
- The AI uses those samples as a guiding principle for every generation
- A well-structured project template the agent fills in, sorting files into scenes, classes and more
- Files organised into the sections of the project template, including scenes and classes
Art studio
An AI art studio that generates artwork and animation frames, then converts them into sprite sheets for the game engine.
3 parts
- Generation of game art and animation frames
- Automatic conversion of AI art into usable sprite sheets
- Output the engine can drop straight into a scene
Sound studio
An AI sound studio for the audio side of a game, covering both effects and music.
2 parts
- Sound-effect generation for in-game events
- Music generation to score scenes and menus
Credits, payments and back-office
The commercial layer that lets GameChef meter usage, charge for it and run the business behind the editor.
3 parts
- A credit system to meter AI usage
- Payment integration for buying credits
- Back-office management for accounts and operations
The blueprint
- 1Visual editor
- 2AI code generation
- 3Art generation
- 4Sound generation
- 5Credits & payments
- 6Publish
Results
Editing
Visual and AI tools
Adjust scenes by hand and use AI for code, artwork and sound within the same browser editor.
Channels
Code, art and sound
Three generation channels in one editor instead of one at a time.
Project structure
Structured projects
Code generation uses a searchable example library and a defined project template.
Tech & tools
Part of our service: Software
Why teams build with TopDevs
- Fixed price, agreed up front
- 100% code ownership, no lock-in
- Prototypes in days, live in weeks
- Modern, AI-native & secure tech
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