Six desktop tools for level designers, game developers and animators, each built from scratch on its own native engine. Sketch a level, carve it, grow a landscape around it, script it into a game, and animate whatever lives inside.
Native C++ on Vulkan and OpenGL. No installer, no account, no launcher: unzip, run, and it starts in seconds.

Visual-scripting game engine for first-person games. Scene, logic, UI and a one-click Windows build.

Doom-style sector editor: sketch in 2D, walk in 3D, export to Unity, Quake .map, EFPSE, OBJ and GLB.

Standalone CSG level editor with live booleans, per-face texturing, GPU lightmap baking and clean exports.

Noise, erosion and a node graph for landscapes. Walk them in 3D, then export maps, meshes, skies or board-game sheets.
The game-development tools are designed to hand work to each other. Level Editor maps import into Level Modeller as real meshes. FPS Lab loads both, baked lighting included. Everything also exports to the engine you already use.
Sketch the layout. Draw sectors in 2D, walk them in 3D. The fastest way from idea to playable space.
Carve & light it. Import the map as a mesh, carve it with booleans, texture every face and bake light on the GPU.
Grow the world. Eroded landscapes, skies and splat maps with presets for every major engine.
Make it a game. Bring levels in with baked lighting, script the gameplay with nodes, build a standalone .exe.
Release notes and deep dives, straight from development.

This is 2.0, and it is a milestone for the editor. Rooms are no longer uniformly lit boxes: a sector has a brightness and a colour. A wall can show a different texture above and below a doorway. Walls can stand on their…

This build adds one menu item: File > Export to Quake .map. Your map comes out as a level that other tools can open and compile. There is also Tile Mode for floors and ceilings, and a texture bug that had been turning…

Up to now, putting a wall next to another wall in PapaiArt Tools – Level Modeller meant eyeballing it, squinting at the seam, and then typing coordinates into the Inspector until the gap went away. Your box landed at x…

This update is all about the animation system. Three things, and each one removes a workaround you were probably already writing. The Play Animation node has a new Blend input: how long, in seconds, the object takes to…

The Spline Profile editor grew up The newest build is mostly about one thing: the profile editor on Spline Mesh objects was too cramped to actually shape anything in. You can now navigate it, select properly, and…

Until now, exporting to EasyFPSEditor meant surrendering to its 64-unit cube grid: a diagonal wall came out as a staircase, and any floor height that wasn't a whole tile got rounded to one. That's over. Angled walls…

PapaiArt is the software label of Bence Pápai and Babhár Kft. Every tool here runs on its own engine, written for real-time use. There are no heavyweight frameworks and no feature creep, just the features the job needs, built properly.
Report a bug, request a node, show off a level. The last bug report turned into two new features.
Support, feature requests, work-in-progress screenshots and release announcements.
Join the server →FPS Lab and PixelPaint are free. Community support pays for the next version.
Support development →Every tool is downloaded from itch.io. Follow to get notified about new builds.
Visit the store →