Get started

Design a 3D weapon around its role in the game

Choose a silhouette, material direction, and constraint the model must meet. Shape a weapon concept for a specific game role, then describe the proportions, materials, and handling details that matter. Treat topology, collision, and export settings as requirements to verify in the target 3D workflow.

Get started with
  • Free starter credits
  • No coding required
  • Review cost before generating
  • Runs in your browser

Partners and teams

Google
Stanford University
itch.io
Tencent
Harvard University
AWS
POKI
TikTok
UC Berkeley
Microsoft
Demon Slayer
Baidu
Columbia University
NVIDIA
ANIPLEX
The University of Hong Kong
Trustpilot

How it works

How to Create a Visual Novel with AI

Turn your story into an interactive visual novel. Create anime characters, branching dialogue, and meaningful choices without coding.

  1. Step 1
    A concept board for Platform 0 showing two characters, a station clock, and a ticket

    Create a Mystery at Platform 0

    Imagine a midnight station, a missing ticket, and two strangers with secrets.

  2. Step 2
    A visual novel diagram linking characters, scenes, dialogue, choices, and story branches

    Build Characters and Story Branches

    Connect character portraits, scenes, dialogue, and choices into an interactive story.

  3. Step 3
    A visual novel scene at the station offering two dialogue choices

    Choose How the Mystery Unfolds

    Board the train or ask about the missing ticket to explore different story paths.

    Make a game for free

Pick a starting point

Choose the weapon detail to define

Explore silhouette, material, character handling, and technical handoff.

Make the weapon readable at gameplay distance

Choose a clear outline and a few defining shapes that distinguish the item from other equipment in the game.

Prompt

Design an original compact pulse rifle for a slow, defensive game character. Its broad upper housing should read clearly from a third-person camera, while the stock and grip remain compact. Avoid resemblance to real-world brand marks or a recognizable franchise weapon. Describe the silhouette from the side and front, and keep the design to three major forms.

  • A role tied to a distinct outline
  • Readable proportions from game view
  • Original forms without franchise cues
3D weapon concept reference for a game character roleTie the silhouette to its function ↗

Why SEELE

What makes a game weapon readable and usable

Design for a specific game role

A support tool, ranged weapon, or ceremonial prop needs different proportions and visual cues.

Keep the outline readable

Review the silhouette at the camera distance and scale where players will see the item.

Limit the material palette

A few consistent finishes make the major forms easier to distinguish.

Check how the character handles it

Review grip, sight line, and animation clearance against the intended character and action.

Treat “game-ready” as a checklist

Verify mesh, UVs, materials, collision, attachment points, and exports in the target pipeline.

Revise the part that misses its purpose

Change one proportion or detail, then compare the result at the same gameplay scale.

Made with SEELE

Playable examples

These games are playable. Pick one and give it a try.

Who it’s for

Who can use a 3D weapon generator

Use a concrete prop brief to discuss shape and integration before committing to a production asset.

Compare

Define the asset before building the final mesh

A detailed concept can guide an asset review, but engine readiness depends on the files and pipeline you verify.

FeatureA role-led weapon conceptA finished game asset pipeline
Design briefStart with a game role, camera distance, and required interactionChoose visual details before deciding how the item is used
SilhouetteReview the outline against the character and game viewJudge the shape only in a close-up render
MaterialsAssign a small palette to specific partsAdd surface detail before the main forms read clearly
Technical readinessVerify mesh, UVs, collision, sockets, and export in the target pipelineAssume a concept description guarantees engine-ready files
RevisionChange one proportion or detail and compare againChange multiple asset requirements at once

Reviews

Creator videos

FAQ

3D weapon design questions

Does this generate a 3D weapon model or concept art?

The page helps define a 3D weapon concept and its requirements. Check the current Workspace output to see which model or image formats are available before planning production use.

What should an AI 3D weapon prompt include?

Name the game role, camera distance, silhouette, material direction, scale constraints, and how the character handles the item. State which technical details need to be verified later.

How do I know whether a weapon asset is game-ready?

Inspect the actual mesh, normals, UVs, material slots, scale, collision, attachment points, animation clearance, and export format in the target pipeline. A prompt alone cannot confirm those checks.

Can I request PBR materials?

You can specify a PBR material direction in the concept brief. Confirm which texture maps or material files the current workflow provides and inspect them in the target application.

What does topology mean for a game weapon?

Topology describes how vertices, edges, and faces form the mesh. The appropriate density depends on the asset’s camera distance, deformation needs, and performance budget.

How should I size a weapon for a character?

Compare the prop against the target character rig and camera view. Check grip position, reach, sight line, and hand clearance during the relevant animation.

Do I need collision on a weapon prop?

It depends on how the item interacts with the game world. Decide whether it needs a physical collider, hitbox, or no collision, then implement and test that behavior in the engine.

What are sockets or attachment points?

They are named locations used to attach an item to a character, hand, or equipment slot. Their positions and conventions depend on the target rig and engine.

Should every weapon have level-of-detail models?

Use level-of-detail versions when the project’s camera distance and performance budget require them. Set thresholds for the target game and validate them in the running scene.

Can I export a weapon to FBX or GLB?

The available export formats depend on the current workflow. Check Workspace and test the resulting file in the target application before promising an engine handoff.

How can I make a weapon silhouette distinctive?

Start with a few large forms tied to the item’s role. Compare the outline at gameplay size and remove details that disappear or make it hard to recognize.

How do I keep a weapon design original?

Use original shapes, names, and surface details. Avoid copying a recognizable franchise design, logo, or branded real-world weapon without permission.

Can I use a weapon concept in an animation?

Plan the grip, controls, reload path, and camera clearance, then test the actual prop against the character rig and animation in the target project.

What should I review before using a weapon asset in a game?

Check originality and rights, visual readability, scale, mesh quality, materials, collision, animation fit, file compatibility, and performance in the target build.

Define one original weapon concept

Choose its game role, silhouette, and handling constraints before planning the asset handoff.

Start a weapon concept →