What is confirmed, and what is not

RDC includes an asset library in the Build expansion. It does not provide a complete catalog or a universal account-access guarantee. Check the controls visible to your account before planning a workflow around an import or replacement feature.

Do not treat library access as proof that every item is suitable for every use. Keep a record of the item’s source and any usage conditions shown. This page does not provide legal clearance for third-party assets.

Write an asset job, not just a style request

An asset should have a job in the game. For a collect-and-score prototype, a useful asset brief might say:

Collection basket: a clearly recognizable return point, readable against the ground, distinguishable from decoration, with enough open space for the player to approach. Its visual size should match the interaction area. Returning an item must produce feedback without covering the remaining collectibles.

That is more testable than “make the basket nicer.” If the current object already communicates the action, prioritize collision or feedback problems before replacing its appearance.

A selection worksheet

For each important object, record:

  • Role: collectible, hazard, destination, control or decoration.
  • Recognition: how a player identifies the role without reading a long instruction.
  • Interaction: what should happen on contact, tap or approach.
  • Scale: how it compares with the player and surrounding route.
  • Safety and provenance: whether the source and depicted content are appropriate.
  • Fallback: the simplest original shape or object that would still communicate the role.

Use one coherent visual vocabulary. If every bright object means “collect this” except one lethal decoration, the problem is the design language, not a missing prompt.

Replace one object, then test the loop

Record a working version before using a new control. Change one object, test the action it supports, then test the route around it. Check restart and later rounds too: an attractive replacement can still obscure a control or change the apparent reach of an interaction.

If the tool does not expose the operation you need, describe the required outcome in the prompt builder, or consider the documented Studio path. Do not claim an invented menu sequence will unlock a missing feature.

Keep assets connected to iteration

The iterative-control workflow helps distinguish visual, mechanical and pacing changes. For rejected branded requests, use prompt-blocked guidance. For account access rather than asset behavior, return to the RDC record and availability page.