NIUA is asset generation for game developers. Every modality your characters, environments, and scenes need, behind one API, billed in real cents, no lock-in.
Game development is multi-modal. A single scene needs concept art, 3D geometry, textured surfaces, a soundtrack, and motion. Today the tools to generate each of those live in different products with different account systems, different pricing models, and different output formats. Stitching them together is a recurring tax on every studio that wants to ship faster. We built NIUA to remove that tax.
One API for every modality
NIUA covers seven generation modalities out of the box: image, music, mesh geometry, mesh texture, motion capture, text-to-motion, and auto-rigging. Each one is a single REST call with a consistent request shape. The output is a public URL ready to drop into your engine.
Updated 2026-07-02: NIUA now spans eleven generation types. Auto-rigging is temporarily offline.
You don't pick a vendor per asset, you don't manage seven accounts, and you don't normalize seven output formats. The API is the abstraction; what sits behind it is our problem.
Pricing in cents, not tokens
Every generation costs an exact number of cents that you can see before you make the call. There are no tokens, no credits with funny conversion rates, no per-seat plans pretending to be infrastructure pricing.
Fund your wallet in dollars. When you call the API, we deduct cents from the wallet. When something fails, you aren't charged. When something works, the receipt matches what we quoted. That is the entire model.
Built for agents, used by humans
Half of game development in 2026 is happening inside coding agents (Claude, Cursor, Codex, Cline). NIUA ships with an MCP server in the same release as the REST API, so an agent can generate a character from inside its own thread. The agent calls the mesh endpoint, the asset lands as a CDN URL, the conversation continues.
For humans, the same calls power our playground. It's a developer workbench where you can iterate on every modality with the same parameters your code will use in production. What you tune in the UI is what you ship in your API call.
What's coming next
Today's release covers asset generation. The roadmap covers everything between "I have an idea" and "the asset is in my game":
- Source-mesh segmentation, so auto-rig works on generated geometry as cleanly as on hand-authored meshes.
- Per-modality specialists for the surfaces that are still hard, like hands, faces, and hair.
- Deeper DCC integrations. The Blender plugin is live; Unity and Unreal are next.
How to start
Three things make NIUA usable in under five minutes: generate an API key in your account, skim the spec at /docs/api (the entire surface is documented inline with try-it-now), and install the MCP server in your coding agent if that's where you work.
We charge by the asset. We don't lock you in. We ship updates as we make them, and you'll read about them here.
Asset generation for games.