UAF + Atlas · Asset Interoperability

Move any game's assets into any engine.

UAF is the open universal asset format. Atlas is the companion toolkit for inspecting, validating, and authoring UAF content. Together: asset interoperability at scale, no bespoke converters, no partial formats.

Overview UAF Atlas Roadmap AI-Ready Applications Open Source
Overview

Two projects. One open asset layer.

UAF is the format. Atlas is the tooling. Between them, a complete open asset interop stack: one bidirectional module per engine, every asset class covered, tooling to inspect and author it all.

01 · Open format
UAF
Universal Asset Format
  • Meshes, materials, animations, VFX, audio, lighting
  • One bidirectional module per engine
  • Preserves design intent across engines
  • Code-first, fully typed schema
  • Open source, open spec
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02 · Open toolkit
Atlas
UAF Asset Toolkit
  • Inspect and preview UAF content
  • Validate assets against the spec
  • Author and edit UAF bundles
  • Ships with the open-source stack
  • Engine-independent
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UAF

One format, every asset class.

Today there's no universal standard for moving real game content between engines. Just partial formats that cover fragments. UAF is the universal hub that solves it at scale: one bidirectional module per engine, every asset class covered.

Today's formats move bytes, not meaning. UAF covers every asset class through one bidirectional module per engine. Each module is built to preserve design intent across engines with fundamentally different technical implementations (Niagara vs VFX Graph, state machines vs flow graphs, material expressions vs shader nodes).

Atlas

Inspect, validate, author.

Atlas is the companion toolkit to UAF. Open the contents of any UAF bundle, preview assets, validate against the spec, and author new UAF content directly. Shipping as part of the open-source asset stack.

Inspect Open any UAF bundle

Point Atlas at a UAF file and browse its contents: meshes, materials, animations, VFX, audio, lighting, scene. Drill into any node to see the full typed schema.

Validate Check against the spec

Automated validation surfaces schema violations, missing required fields, and engine-specific warnings before assets ever hit the target pipeline.

Preview See assets before import

Render UAF meshes, materials, and scenes without opening the target engine. Fast feedback loops for pipeline engineers and technical artists.

Author Build UAF content directly

Create and edit UAF bundles in Atlas. Useful for AI-generated content, procedural assets, and authoring tools that target the format directly rather than going through an engine.

Licensing Open source

Atlas is open source alongside UAF. Extend it, fork it, embed it. The tooling outlasts any one vendor — the community can evolve it as the format grows.

Runtime Engine-independent

Atlas has no engine dependencies. It runs against the UAF spec, not against a host engine. Integrate it into DCC tools, CI pipelines, or standalone authoring environments.

Roadmap

Proven at scale before we opened it.

The UAF pipeline didn't start as a spec. It started as bespoke Twins, shipped across every major engine family. UAF is the distillation of that work.

Phase 1 · Shipped

Twins built across every major engine family.

Bespoke Twins shipped for CS2, League of Legends, Rocket League, Dota 2, VALORANT, and StarCraft 2. Every major engine family, end-to-end. The pipeline proven at scale before we opened it.

Unreal Engine 3/4/5 Hextech Source 1/2 RE Engine Custom Engine
Phase 2 · Active development

Now: one open standard, any engine.

Abstracting those six pipelines into a single open asset format: full-fat, interoperable, first of its kind. We're also open-sourcing the module-creation toolkit, so any team can bring their own engine into UAF with one bidirectional module.

Unreal Engine Source 2 Unity Hextech RE Engine More
AI-Ready

Built for engines. Also built for models.

Game engine content is usually authored through GUIs, with implicit state scattered across dozens of editors. UAF is code-first with an explicit, fully-typed schema, which makes it an ideal target for AI content generation.

Bonus · AI-ready by design

Build once, deploy to any engine.

Code-first, explicitly typed, engine-independent. AI models can read and write UAF directly — no GUI scraping, no implicit state, no engine-specific quirks to untangle. Clean types in, clean content out.

Applications

What partners build on top.

UAF + Atlas is infrastructure. These are the product categories that sit on top of it today, with partners shipping against the same open format.

Cross-engine Twins

The full asset half of the ZENOS Game Twin. Any game's content, running in any target engine, with design intent preserved.

AI content generation

Code-first schema means models can author UAF directly. Asset generation pipelines hit a format, not an engine.

Cross-platform publishing

Ship your game's assets to every target — broadcast, VR, web, venue — without re-authoring for each engine.

Pipeline tooling

DCC plugins, CI validators, asset-bank servers. Any tool that reads or writes assets can target UAF natively.

Preservation

Lock your game's content to an open, specced format. Outlives any one engine, any one vendor.

Modding + UGC

User-generated content authored against UAF works in any engine that ships a UAF module — write once, play anywhere.

Custom engines

Bring your own engine into the UAF stack by writing one bidirectional module. Tooling supports it via the open module-creation toolkit.

Your app

Ship it. The format is open, the toolkit is open, the licensing is clear. If it touches game assets, it can touch UAF.

Open Source

UAF and Atlas are open. Forever.

The UAF spec, reference modules, and Atlas toolkit are open source. The format is meant to outlast any one product or vendor. The more places it lives, the more valuable every asset bundle gets.

UAF
Spec + reference modules
Active
Atlas
Asset toolkit
Active

Build on the open asset layer.

Partner with us on the module roadmap, or build your tooling against UAF + Atlas today.

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