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.
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.
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 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.
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.
Automated validation surfaces schema violations, missing required fields, and engine-specific warnings before assets ever hit the target pipeline.
Render UAF meshes, materials, and scenes without opening the target engine. Fast feedback loops for pipeline engineers and technical artists.
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.
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.
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.
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.
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.
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.
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.
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.
UAF + Atlas is infrastructure. These are the product categories that sit on top of it today, with partners shipping against the same open format.
The full asset half of the ZENOS Game Twin. Any game's content, running in any target engine, with design intent preserved.
Code-first schema means models can author UAF directly. Asset generation pipelines hit a format, not an engine.
Ship your game's assets to every target — broadcast, VR, web, venue — without re-authoring for each engine.
DCC plugins, CI validators, asset-bank servers. Any tool that reads or writes assets can target UAF natively.
Lock your game's content to an open, specced format. Outlives any one engine, any one vendor.
User-generated content authored against UAF works in any engine that ships a UAF module — write once, play anywhere.
Bring your own engine into the UAF stack by writing one bidirectional module. Tooling supports it via the open module-creation toolkit.
Ship it. The format is open, the toolkit is open, the licensing is clear. If it touches game assets, it can touch UAF.
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.
Partner with us on the module roadmap, or build your tooling against UAF + Atlas today.
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