Animated Main Character
Walk, run, jump and crouch with editable body-part animation. Choose from 15 skins and customize character, clothing and shoe colors and textures.
Explore →Ancient Machines / What’s new
Explore the latest character, animation, drawing and vehicle tools, then follow a guide to use them in your own level.
Creator guide
· Guide update for the latest game features
Walk, run, jump and crouch with editable body-part animation. Choose from 15 skins and customize character, clothing and shoe colors and textures.
Explore →Equip stones, rocks, a knife, a bomb or a gun. Use the Action control, tune firing settings and keep your chosen weapon when changing skins.
Explore →Attach to bicycles and scooters, choose which object to resize for a proper fit, and change the attached rider skin.
Explore →Animate the same child parts with keyframes. Layer poses and run independent timelines for actions such as walking and throwing.
Explore →Explore 13 new plant and shape brushes, Brush Rotation and painting inside selections.
Explore →Export layered .amd artwork and import it as a new drawing. Keep PNG export for flattened images.
Explore →Find How-to instructions, FAQ answers and individual editor options in one local search. Results take you straight to the relevant section.
Explore →· Learning resources
Turn a drawing into particles, dress a walking character and trigger sparks on impact. Each project includes starting settings, a checklist and text build notes.
Open the examples →Follow one connected first-level guide. Use the searchable FAQ when a collision, layer or walking control behaves differently from what you expected.
A feature tour; the date above refers to the website update.
Build artwork with dry media, patterns, bristles, paint textures and artistic effects. Combine tip settings and layers to make your own marks.
Explore brushes and tools →Use a saved drawing in an emitter. Start from one of 14 presets, then tune timing, motion, colour and fading.
Make a custom particle →Dress articulated ragdolls, choose a pose and configure movement and player input for the scene you are building.
Build a walking character →Play particles from object events, combine destruction with real fragments and give impacts a visible response.
Add sparks on impact →Organize artwork and effects in layers, then configure how scenery follows the camera.
Explore scene layers →Save drawings, particle effects and objects in their libraries. Save and export a working level so you can keep developing it.
Explore saving and libraries →