# Worldsmith · User guide

[Skip to the guide](#guide-main)

[Worldsmith](/)[Back to home](/)[Start creating ](/studio)

User guide

# From an idea to a world you can explore

Learn what Worldsmith can do, how to describe your idea, and how to refine a scene over several conversations.

## Start with one object

### Open the studio

Sign-in and personal workspaces are currently unavailable. The sections below explain how the studio works when available.

### Build the main shape, then refine

Begin with one object or a small part of a scene. Once it is ready, walk around to inspect proportions, materials, and collisions, then refine it in the same conversation. Build a city and its activities in stages.

## What you can create

### Build and edit through chat

Generate buildings, furniture, landscapes, and scenes. Continue chatting to change appearance, dimensions, or placement, and to duplicate or delete objects. Select the target before editing and state which parts should stay.

### Choose an AI model

Use the model dropdown in Creation chat or AI avatar studio before sending a message or generating a character. The first model is selected by default. You can switch models for your next request. If your selected model is no longer available, refresh the page and select again.

### Materials, lighting, and atmosphere

Use built-in materials or create custom ones. Describe color, roughness, metallic surfaces, transparency, and glow. Adjust the sky, fog, sun, and exposure to give the scene a consistent atmosphere.

### Animation, interaction, and exploration

Ask for animations such as rotation and swaying, or interactions such as opening doors, switches, and picking things up. Approach the result and follow the on-screen prompts. For walkable buildings, specify doorways, passages, and collisions.

### Reference images and custom avatars

Attach, paste, or drag reference images into the creation chat and explain which shapes, colors, or details to follow. Use the AI avatar studio in the character menu to generate an appearance, refine it, preview it, and wear it.

### History, saves, and sharing

Undo and redo changes, and use the history panel to review operations and saves. Create a link to a snapshot of the current space from Share, set its expiry, and manage links. A snapshot does not continuously sync later edits.

## How to describe a better result

### Describe a result you can inspect

A useful prompt includes the subject, dimensions or proportions, style, materials and colors, placement, interactions, and what to preserve. Include what matters for this creation; no code or tool instructions are needed.

> Create a wooden desk about 1.2 m wide and 0.75 m high in a simple Scandinavian style, with a light oak top and dark gray metal legs. Place it by the cabin window, leaving sitting space underneath. Leave decorations for later.

### Replace “beautiful” with concrete choices

Instead of only saying “make it more detailed,” describe the silhouette, edges, material contrast, and focal point. Give key dimensions in meters, use relationships such as “left of the door” or “level with the desktop,” and state the viewing direction.

### Explain what matters in a reference

Specify what to follow in the image, what may be simplified, the dimensions, and the intended use. Images guide generation and do not guarantee exact reproduction. Describe walkability and interactions in words too.

## Build a scene over several turns

### Turn one: establish the space

Start with layout, overall proportions, and walkability. Inspect the main structure before continuing.

> Build a single-story forest cabin about 6 m wide and 4 m deep, with wooden walls, a dark gray pitched roof, a front door, and two windows. Leave the interior empty for now. Make the doorway at least 1 m wide and walkable.

### Turn two: furnish one area

Describe how additions relate to existing objects to avoid rebuilding the scene unintentionally.

> Keep the cabin dimensions and appearance. Add a wooden desk and chair under the left interior window. Leave a passage at least 1 m wide between the furniture and the door.

### Turn three: add atmosphere and interaction

Refine lighting and interactions last, checking one effect at a time.

> Set the scene at dusk with sunlight coming through the windows at an angle. Make the door open and close with F when approached, with its collision moving clear of the doorway. Preserve the other objects.

## How to refine an imperfect result

### Name the target, issue, and desired result

Select the object and explain what is wrong, what should change, and what should stay. Focus each turn on one kind of issue so the result is easy to inspect.

> Edit only the selected chair: the legs are too thin. Make them about 4 cm thick and ensure all four touch the ground. Keep the seat height, color, and position. Do not add another chair.

### Inspect from several angles

Use the free camera to inspect the back, underside, and interior. Look for floating parts, intersections, blocked doorways, or incorrect proportions. Attach a screenshot and point out the location. Use Undo or the history panel to go back.

### When generation fails or the scene slows down

Read the on-screen error first; if credits are insufficient, replenish them before continuing. Split complex scenes into smaller steps, reduce repeated small objects and excessive lights, and ask to prioritize the main silhouette and clear passages.

## Useful controls

### Explore and inspect

Use WASD to move, hold C to crouch, and press V to switch to the free camera. In the free camera, drag with the left mouse button to orbit, scroll to zoom, and drag with the right button to pan. See the studio Shortcuts menu for the full controls.

### Chat, interact, and undo

Press E to open creation chat, Enter to send, and Shift+Enter for a new line. Use F to interact or pick up, H for history, and M for materials. Use Ctrl+Z to undo and Ctrl+Shift+Z to redo; text fields keep their own editing behavior.

## Know the current limits

### Inspect and iterate on generated results

AI-generated shapes, structures, and interactions may need several rounds of refinement. Test the style on a small object before expanding the scene. No fixed prompt guarantees an identical result every time.

### Describe visuals and physics separately

Visual water and particle effects do not imply full fluid physics. Explicitly request collisions, walkability, or pickup behavior and test them after generation. Complex models and many effects can reduce performance.

### Save important work before sharing

Save at important milestones and check how to restore your work. Conversations and world saves are separate; deleting a conversation keeps the generated objects. Share links can expire, so review the snapshot before sharing it.

[Create your first object ](/studio)[Back to home](/)
