Build Production-Ready Game UI in 3 Minutes with AI Studio (Video Guide)
Official VberAI YouTube walkthrough—import PSD/Figma with VberAI Studio and export game UI to Unity, Cocos Creator, and Godot in minutes.
- vberai
- ai-studio
- video
- psd
- figma
- unity
- godot
- cocos
- tutorial
Watch the Official Tutorial
Video: Game developers, you need to see this 👀 on the VberAI YouTube channel
From the official description:
Build a production-ready game UI in 3 minutes. No manual slicing. No repetitive setup. No wasted hours.
Import PSD & Figma → Generate game UI with AI → Auto-break down assets → Export directly to Unity, Cocos & Godot.
What the Demo Shows
VberAI Studio (short name: AI Studio) treats design files as structured hierarchy, not flattened images:
- Left: layered PSD / Figma
- Center: canvas preview
- Right: engine-ready export for Unity, Godot, or Cocos Creator
You get reusable prefabs / Control trees—ideal for menus, HUD, and shop shells that repeat across your project.
Who Should Watch
| Role | Benefit |
|---|---|
| Designer + engineer handoff | Fewer round-trips rebuilding layout in-engine |
| Solo dev | Ship a playable UI screen fast |
| Multi-engine studio | One design habit, multiple export targets |
Step-by-step walkthrough
1. Prepare the design file
- Use a layered PSD or named Figma frames—not a single merged PNG
- Name groups clearly (
Btn_Start,Panel_HUD) - Open VberAI Studio on VberAI (AI Studio)
2. Import and inspect
- Create a new import from PSD or Figma
- Confirm layer groups match UI blocks in the layer panel
- Hide scratch frames; fix obvious naming issues
3. Preview and export
- Check spacing and overlay order on the canvas
- Set target engine: Unity, Godot, or Cocos Creator
- Choose UI hierarchy / prefab output—not sprites-only
- Prefer TextMeshPro (Unity) or the engine’s text component where available
4. Import into the engine
- Import the package into your team folder (
Assets/UI/, etc.) - Open the generated prefab; parent under Canvas (Unity) or Control root (Godot)
- Smoke-test 16:9 and a tall phone aspect ratio
If you also run Unity MCP or Godot MCP, prompt your AI client to batch-rename nodes or wire pressed signals after import.
How This Fits the VberAI Stack
| Product | Role |
|---|---|
| AI Studio | Design → engine UI structure |
| Unity / Godot / Cocos MCP | Post-import editor automation |
| AI Super Matting | Clean icon alpha before export |
Layout stays in design tools; wiring and behavior stay in the engine. For a deeper Godot comparison, read Figma to Godot: Manual vs AI Studio.
FAQ
Does this video cover MCP setup?
It focuses on AI Studio. For Cocos Creator MCP setup, see How to Set Up Cocos Creator MCP (Video Tutorial).
Which engines are supported?
The video description lists Unity, Cocos, and Godot export.
Is “3 minutes” realistic?
For a clean, single-screen UI with named layers, first import + export is often minutes—not hours of manual RectTransform work. Themes, fonts, and localization still need an engine pass.
Official video URL?
https://www.youtube.com/watch?v=AWptt6hUZkM — channel @vber_ai.
Subscribe to VberAI on YouTube, or open VberAI Studio and try the same export on your next screen.
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