A small group of studios is shaping Midgard's first build.Apply as a design partner

Enable your studio,to ship world class games.

Midgard Studio is the workspace where your team and AI agents build games. One shared environment, from inception to DLC.

A team builds one scene of their game in Midgard Studio, and each step waits for a person's approval. Ines and Mark agree to build the camp at the second bend of the Gloamwood, and Ines asks @Midgard to summarize chapter 4 from the mood board. Midgard writes the chapter into the game bible, tagging what the scene needs, and Ines approves the chapter. Sarah asks @Midgard to surface the assets the scene needs: Midgard gathers the Gloamwood pack (oak, birch, mushrooms, lantern post, Sarah's Lampkeeper from Blender, tent, fence and boulder), and Sarah approves the pack. Mark asks @Midgard to bring Sarah's camp into Unity: the terrain, path, tent and lantern posts assemble into a lantern-lit night scene, live in Unity, and Mark approves the scene. Dana asks @Midgard to ship the camp to Friday's playtest: patch 0.4.3 passes the playtest, Dana signs off the release, and it is merged, live on Steam and announced. The pack's credits: the oak, birch, tent and the Lampkeeper are Sarah's, from Blender; the mushrooms and boulder come from the Asset Store; the lantern post is built from store parts; the fence is AI generated. Shipped three days before Friday's playtest, by Ines, Sarah, Mark, Dana and Midgard.

A team builds one scene of their game in Midgard Studio, shown at phone size, and each step waits for a person's approval. The Gloamwood project switches between its Chat and Project screens. In Chat, Ines and Mark agree to build the camp at the second bend, and Ines asks @Midgard to summarize chapter 4 from the mood board. In Project, Midgard writes the chapter, with the mood board in a row beneath it, and Ines approves the chapter. Sarah asks @Midgard to surface the assets the scene needs, and the Gloamwood pack arrives as eight cards: oak, birch, mushrooms, lantern post, Sarah's Lampkeeper from Blender, tent, fence and boulder. Sarah approves the pack. The pack's credits: the oak, birch, tent and the Lampkeeper are Sarah's, from Blender; the mushrooms and boulder come from the Asset Store; the lantern post is built from store parts; the fence is AI generated. Mark asks @Midgard to bring Sarah's camp into Unity: the eight assets travel into the scene, the Unity view fills the screen and pans across the lantern-lit camp at night, and Mark approves the scene. Dana asks @Midgard to ship the camp to Friday's playtest: patch 0.4.3 passes the playtest, Dana signs off the release, and it is merged, live on Steam and announced. Each person taps their own approval. Shipped three days before Friday's playtest, by Ines, Sarah, Mark, Dana and Midgard.

Built for the tools studios already use

  • Unity
  • Unreal Engine
  • Godot
  • Blender
  • Maya
  • Houdini
  • Wwise
  • Steam
  • Discord
  • GitHub
  • Cursor
  • Claude
  • Codex
  • Fab
  • itch.io

One platform for game development.

Game studios do their best work with Midgard. Run everything your team and partners need on one collaborative platform.

Today

Five tools. Five blank prompts.

  • You re-explain the game in every tool
  • Every asset starts from zero context and drifts off-style
  • Every hand-off is an export and an import
  • Every AI tool is single-player: one person, one chat, a transcript nobody else can pick up

With Midgard

One team. One bible.

  • Every person and every agent works from one bible
  • Builds the whole team can watch, redirect and hand off
  • Work lands in your engine, with a name on every approval

Retain creative control over your game. Optimize the backend with agents.

Your team sets the direction, decides what gets into the game, and agents move the project forward stage by stage.

  1. References from anywhere, to set the visual tone.

    Goal
    Set the look of The Gloamwood
    Team
    Sarah, Mark, Art Agent
    Sign-off
    Sarah approves the board
  2. One source of truth for your whole project.

    Goal
    Draft the vision for The Gloamwood
    Team
    Ines, Mark, Narrative Agent
    Sign-off
    Ines confirms the chapter
  3. Every asset in one library, whatever its source.

    Goal
    Gather the Gloamwood camp pack
    Team
    Sarah, Mark, Assets Agent
    Sign-off
    Sarah approves the pack
  4. Scenes built from approved assets, true to the game bible.

    Goal
    Assemble the Gloamwood camp in Unity
    Team
    Ines, Mark, World Agent, Engine Agent
    Sign-off
    Mark approves the scene
  5. Shipped, played and patched from one place.

    Goal
    Draft the patch for the camp
    Team
    Dana, Engine Agent, Live-ops Agent
    Sign-off
    Dana approves the release

Mood boardThe Gloamwood

Approve board
Photo of a road under mossy oaksPinterest · Sarah
Film still of a misty marshThe Lord of the Rings · Sarah
Game screenshot of a misty pine forestValheim · Sarah
Photo of an oil lantern in smokeStock photo · Sarah
A torch lighting a forest path at nightPinterest · Sarah
A lit tent in a foggy forestPinterest · Mark
Game screenshot of a lantern-lit forest roadWorld of Warcraft · Midgard
Photo of a rainy, foggy pine forestPinterest · Midgard
Light is safety here. Fog swallows everything past twenty metres.Mark · art direction

Mark

@Midgard find more that match this.

Sarah Mark Midgard

Product innovation for the AI era.

Midgard’s Command Center for a studio project: decisions waiting, approvals per week, where the team is working, work under review and compute spend
  1. 01

    Who made it, who changed it, who approved it

    Every asset carries its provenance: what made it, from what, each human edit since, and who signed it off.

  2. 02

    Direct in plain language, from anyone on the team

    Ask for changes at any stage the way you’d brief a colleague. No node graphs, no prompt recipes.

  3. 03

    Your files, your engine

    Work lands in your project as real files. Open them, edit them, keep them.

  4. 04

    Pick up where a teammate left off

    The bible, the assets and every approval are shared across the project, so anyone can carry the work forward.

Small teams make breathtaking games.It takes them years.

Midgard exists to give years back: the same team, the same creative vision, less of the production drag.

6years

Clair Obscur: Expedition 33, by a core team of about 30 at Sandfall Interactive

4years

Disco Elysium, by about 35 in-house developers at ZA/UM

7years

Cuphead, by StudioMDHR, a team that started as three people

Build it with us.

A small group of studios is shaping the first build. Partners run Midgard on real work, tell us what's wrong, and decide with us what comes next.

A good fit: a studio of 5 to 50 people, in or heading into pre-production, open to trying AI on real work.

Apply as a design partner

Or write to contact@getmidgard.ai with your studio name, team size and engine.

What you get

  • Free use during the program
  • A direct line to the founder
  • Real influence on what gets built next
  • Launch pricing locked in

What we ask

  • One real slice of your game to run through Midgard: a region, a character set or a prototype
  • A 30-minute call every two weeks while the program runs
  • Honest notes on what breaks and what's missing

Ship your games faster.

Midgard is a production tool for professional studios. Join the early-access list, or apply to shape the first build as a design partner.

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