Now in Early Development

The AI-First
Game Engine

Built on Bevy and Rust. Describe your game in natural language. Preview every change. Undo anything. Ship everywhere.

GRAI ENGINEFileEditWindowHelp
EditorVibeStory
AI Pilot
ViewportNode Explorer
🔲📐🔄📷🔍
3D viewport showing a Japanese town street scene in editor mode
Scene: mainSelected: 1Entities: 126FPS: 87
Cursor: EnabledGrid: OnRender: WGPU

Core Philosophy

AI That You Control

AI is a core editor subsystem — not a plugin. Every mutation is typed, validated, previewable, and fully reversible.

AI as a Core Subsystem

AI lives inside the editor as a first-class Bevy resource with full access to the scene graph, type registry, and project state.

Preview Before Apply

Every proposed change renders as a ghost overlay in the viewport and a structured diff in the AI Dock. Nothing touches your scene until you approve.

Full Undo at AI-Step Granularity

All AI mutations flow through typed Engine Operations executed via the command history. Undo an entire AI step with a single keystroke.

Possibilities

What You Can Build

From lush open worlds to immersive VR — describe it, and Grai builds it.

Workflows

Three Modes. One Engine.

From full manual control to pure AI-driven creation — pick the workflow that matches your experience.

Full Control

Editor Mode

Full docking system with hierarchy, inspector, asset browser, and document tabs. Every panel, every shortcut — built for experienced game developers who want total control.

  • Complete panel system
  • Custom layouts
  • Keyboard-first workflow
AI-First

Vibe Mode

AI Dock fills the left side, a wide viewport fills the right. No hierarchy, no inspector, no clutter. Just you and the AI building a game together through conversation.

  • Simplified interface
  • Conversational workflow
  • Zero learning curve
Guided Pipeline

Story Mode

A 4-step wizard that takes you from a text prompt to a playable scene: Planning → Concept Art → 3D Asset Generation → Scene Assembly.

  • Step-by-step guidance
  • Asset library
  • Prompt to playable

Story Mode

From Idea to Playable in Four Steps

Story Mode is a guided wizard that turns a text prompt into a complete, playable scene — no game dev experience required.

Step 01

Planning

Describe your game idea. The AI generates a structured plan with scenes, assets, and gameplay systems.

Step 02

Concept Art

Generate or pick concept images for each asset from the built-in library. Approve, reject, or refine until it matches your vision.

Step 03

3D Generation

Approved concepts are converted to GLB models automatically. Auto-imported into the asset pipeline on approval.

Step 04

Scene Assembly

Terrain, water, lighting, entity placement, and gameplay scaffolding — assembled and ready to play.

After assembly, continue in Vibe Mode, Editor Mode, or start another scene.

Asset Creation

Asset to 3D, Your Way

Turn your own artwork, sketches, or reference images into production-ready 3D models — all without leaving the editor. Don't have assets yet? Browse our built-in asset library packed with ready-to-use models, textures, and materials to kickstart your project.

Bring Your Own Assets

Import concept art, sketches, or photos. The pipeline converts your 2D references into textured 3D models ready for the scene.

Built-in Asset Library

Pick from a curated collection of models, materials, and textures. Drag, drop, and customize — no external tools needed.

Scene-Ready Output

Every asset is auto-imported as a GLB model into your project pipeline — optimized, UV-mapped, and ready to place in the world.

2D reference artwork
3D rendered model
Before
After

Engine Operations

Every AI Action is an Operation

AI never directly mutates the Bevy World. All changes flow through typed, validated EngineOps — executed via the undo/redo command system and recorded for audit and replay.

Atomic Execution

If any op fails mid-step, the entire group rolls back.

ECS Operations

Spawn, despawn, reparent, rename, transform, and batch-edit entities and components.

Terrain & Water

Generate islands, sculpt terrain, paint layers, create oceans with wave parameters and foam.

Render Operations

Cameras, lights, post-processing, sky, fog, and Solari toggles — all as typed ops.

Script & Blueprint

Create and edit Rhai scripts and blueprint graphs with parse validation and graph invariant checks.

Asset Operations

Import files, manage metadata and tags, bind asset handles to components, and browse the built-in asset library.

Story Operations

Story plans, concept art jobs, 3D generation requests, and full scene assembly pipelines.

Foundation

Built on Bevy & Rust

Grai Engine isn't a wrapper around an existing engine. It's built from the ground up on Bevy's ECS architecture and Rust's performance and safety guarantees.

Native Performance

Rust compiles to native code with zero-cost abstractions. No garbage collector, no runtime overhead.

ECS Architecture

Bevy's Entity Component System enables data-oriented design with cache-friendly memory layouts and parallel systems.

Memory Safety

Rust's ownership model eliminates entire classes of bugs — no null pointers, no data races, no use-after-free.

Rhai Scripting

Lightweight, sandboxed scripting language embedded in the engine. Safe by default, with parse-time validation.

Extensibility

Open & Extensible

AI-first doesn't mean AI-only. Grai gives you full control to extend, script, and customize every layer.

Rhai Scripting

Write game logic in a lightweight, sandboxed scripting language. Attach scripts to entities, iterate without recompiling.

Blueprint Graphs

Visual node-based logic for designers who prefer graphs over code. Full validation and type-safe connections.

Plugin System

Third-party plugins extend the engine through a dedicated host crate. AI is core — plugins are optional additions.

Ready to Build
the Future?

Grai Engine is in active development. Get early access, join the community, or back the project on our crowdfund page.

Support on Crowdfund