ForgeGUI — prompt-to-asset generation for game UI, thumbnails and 3D

Generate game UI sets, Roblox thumbnails and 3D assets from a prompt — HUD panels, icons, buttons — then export PNG, ZIP or GLB.

  • Game UI Generation
  • Roblox Assets
  • Prompt-to-Asset
  • AI Thumbnails
  • 3D Export
Publisher
ForgeGUI
Type
AI Game Asset Generator
Pricing
Freemium
Reviewed
19 September 2026
Official site

Quick verdict

Use when

  • You need a matching UI set — inventory panel, HUD, health bar, buttons — in one pass instead of one image at a time
  • You have a screenshot of a look you must hit, and every new asset should inherit its palette and borders
  • You are prototyping a Roblox or UEFN build and need placeholder art this afternoon, not a commission next month
  • You want thumbnails, icons and interface art from one prompt box, exported as files you can drop into your project
  • You can live with cloud generation and are happy to check what a free-credit generation publishes

Skip when

  • You expect a finished, clickable interface — the output is artwork, and the layout wiring is still yours
  • You are shipping a paid title with a settled art direction and can brief a human artist instead
  • You need rigged, polycount-budgeted 3D characters rather than interface art and props
  • Your prompts or reference screenshots cannot leave your machine, or free-tier publication is not an option you can accept
  • You need multi-seat review, shared style libraries or an API in your own pipeline

Try instead

Look at reference first if the style is the problem, or finish the assets you already have — cutting a background, hitting an exact pixel target, swapping PNG for WebP.

ForgeGUI vs BloxGFX vs Nilo vs Scenario

ForgeGUI turns a prompt into game interface art, so the choice in front of you is really which asset layer is missing and who is allowed to see it. BloxGFX serves the same Roblox creators but stops at store art — thumbnails, icons, badges — and never generates a full GUI layout. Nilo sits on the other side of the line, producing props and characters you optimise, rig and animate rather than panels and health bars. Scenario is the studio path: you train the models on your own art so a whole team produces a consistent look through a browser, an API or an MCP. ForgeGUI is the one to pick when the interface itself is the missing piece and you want it in an afternoon.

Tap a dimension to focus

Pricing

ForgeGUI leads
  • ForgeGUIThis page
    • Free tier with starter credits, no card to start
    • Paid plans add credits, faster generation and advanced features
    • Credit cost differs by asset type; referrals earn extra credits
    • Monthly subscriptions, cancellable at any time
    • Free tier of a few credits a month, no card required
    • Spark, Pro and Studio subscription tiers above it
    • One-time credit packs that do not expire
    • Annual billing lowers the monthly price on every paid tier
    • Free Starter allowance metered in Bits per month
    • Builder and Pro tiers raise the allowance and unlock premium models
    • Annual discount on the paid tiers
    • 50 free credits a day without a card
    • Starter, Pro and Teams tiers metered in monthly credits
    • Enterprise tier billed annually with a seat minimum
  1. ForgeGUI — official site
  2. ForgeGUI — documentation
  3. ForgeGUI — prompt guide
  4. ForgeGUI — terms of service
  5. BloxGFX — official site
  6. Nilo — official site
  7. Scenario — official site

Preview of ForgeGUI - not the live app. Confirm details on the official site.

Does this overview help you decide?

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Learn more

Details below the decision summary—features, workflow, and scope notes.

What is ForgeGUI?

Generate game UI sets, Roblox thumbnails and 3D assets from a prompt — HUD panels, icons, buttons — then export PNG, ZIP or GLB.

What it costs

Free to start on starter credits, then subscription tiers that scale by how many assets you generate.
Free tier
Yes
Pricing summary
ForgeGUI runs on credits rather than seats: you receive a starter balance when you sign up, each generation spends a number of credits that varies by asset type, and you can top up by subscribing or by referring other creators. There is a genuine free tier — enough to generate a real set and see whether the output suits your game before any money changes hands — and the paid plans above it add credits, faster generation and features that the free tier withholds rather than unlocking a different product. Because a plan is a credit allowance, the honest way to read the pricing is to work out what a UI set actually costs you in generations: a single HUD pass consuming several credits behaves very differently from one thumbnail per week. Two things are worth checking on the official pages before you commit, since both affect the deal more than the headline tier does. The first is what happens to what you make: free-credit and trial generations are eligible for ForgeGUI's public asset catalog, which is browsable, downloadable and indexed by search engines, while paid-plan generations are private by default. The second is the licence, which is generous — assets are yours with commercial-use rights, to modify, distribute or sell inside your games. The terms page is where both live in their current wording, and the numbers themselves belong on the official pricing screen rather than in a summary like this one.

Reviewed on 19 September 2026 · ForgeGUI — official site

What ForgeGUI does

The generator behaviour as described by the product itself, read against what it outputs.
  • One prompt box across several asset types

    Interface elements, thumbnails, icons and 3D assets are generated from the same place rather than from four separate tools. The ask is deliberately broad — type an idea, get an asset — and multiple assets can be requested from one generation, which is what makes a full matching set practical instead of a dozen individual commissions.

  • Complete UI sets in a single pass

    The headline capability is coherence: inventory panels, HUD elements, health bars, skill icons and buttons generated together, sharing one look. Individually good pieces that do not match are the usual failure mode of generating UI a screen at a time, and this is the feature that addresses it directly.

  • Reference-guided style from your own screenshot

    Upload any UI screenshot and the generator reads its colour palette, borders, lighting and general aesthetic, then applies that to what it produces. This is the feature that makes the output usable inside an existing game: it is the difference between "an AI interface" and "our interface, prototyped".

  • Adjustments after generation, before export

    Layout, colours, text overlays, borders and padding can be changed inside the tool rather than reopened in Photoshop or Figma. It is coarse compared with a real editor, but it covers the changes that would otherwise send you back to a prompt and another credit — particularly text, which generated interface art almost never gets right first time.

  • Cross-platform output for game engines rather than one store

    The platform list runs Roblox Studio, Fortnite UEFN, Unity, Unreal Engine, Minecraft, mobile and further out — and the assets are ordinary PNGs and ZIPs rather than an engine-specific format, so they travel. That matters if you ship the same game to two platforms or keep a prototype and a production build in parallel.

  • Export paths that reach into the editor

    Individual PNGs, bulk ZIP downloads and GLB files for 3D output cover the offline route, and a Roblox Studio plugin pushes assets across directly. It is a small thing that removes a real step: unzipping, naming and re-importing a set of twenty sprites is exactly the sort of chore that stops a prototype being finished.

  • A public asset catalog, and the trade behind it

    Generations made with free credits are eligible to be published to a browsable, search-indexed catalog of community assets, which is how the free tier is funded. Publication can be switched off for future generations, but already-published items are not retracted automatically and need removing from the account's published list. Paid-plan generations are private unless you choose otherwise.

  • Credits, referrals and a free allowance to test with

    Access is metered in credits, generation types cost different amounts, and referrals earn more. The practical consequence is that the free tier is a real evaluation rather than a demo: you can generate enough to judge whether the style holds up in your game before deciding anything about a subscription.

How people use ForgeGUI

The loop that works, and the two places it goes wrong.
  1. Start from the style, not from the asset

    The strongest opening move is uploading a screenshot of the look you are aiming at before generating anything. Style reference applies across everything the session produces, so setting it first means the first panel and the tenth icon arrive in the same visual family. Generating one asset to "see what it does" and setting the reference afterwards is the common way to end up with a set that does not match.

  2. Ask for the whole set in one prompt

    Because multiple assets come back from a single run, describing the set is more effective than describing one screen: the inventory, its header, the close button, the health bar above it and the skill icons that share its frame. Ask for the family, then regenerate the individual pieces that missed rather than starting each element as its own job.

  3. Fix the text yourself, then export

    Generated interface art almost always gets lettering wrong — misspelled, warped or plainly invented. Use the in-tool text and layout adjustments for the words rather than spending credits on re-rolls, and treat everything around the text as the part you are actually buying. Then take the ZIP, or push straight to Studio with the plugin.

  4. Do the pixel and format work on this site

    A generated icon rarely arrives at the exact size, transparency or format the project wants. Cut the background out, resize to the target pixel dimensions and convert the batch to WebP before it goes into the build — all of which can be done here on the exported files without another account.

  5. Decide the publication question before you generate

    On the free allowance, eligible generations can end up in a public catalog that is indexed by search engines. If the screen you are drawing reveals something about an unreleased game, either move to a paid generation first or plan to clean the published list afterwards, because turning the setting off later does not withdraw what already went out.

  6. Expect to assemble the interface once

    The export is the artwork; the interface is the work you do after it. Wiring the parent frames, anchors, scale behaviour and event handling happens in the engine, and the quality of the result depends on how much of that you are willing to do. Tools like this shorten the drawing, not the building — plan for the second half.

Who ForgeGUI is for

The people and moments the tool actually maps onto.
  • Roblox and UEFN creators without an art pipeline

    The core audience is the solo or small-team creator who can script, design a loop and ship a game, but cannot draw a consistent set of panels. Roblox in particular is a platform where polish in the interface directly affects retention, and where the alternative — commissioning a matching UI set — costs money and calendar time a prototype cannot spare.

  • Developers prototyping before art direction exists

    The most valuable moment is the one before the look is locked. Placeholder interfaces that are close to the intended feel make a prototype readable to playtesters and investors in a way that grey rectangles never do, and being able to regenerate a whole set when the direction shifts is worth more at that stage than individual piece quality.

  • Solo creators who also need the store art

    Thumbnails and icons decide whether anyone sees the game at all, and they are usually made by a different person with a different tool. Having the interface generator and the thumbnail generator in the same prompt box is a real simplification for someone publishing alone: one style reference, one credit balance, one export folder for both the game and the page that sells it.

  • Designers exploring game UI as a medium

    For a product or interface designer, generating HUDs and inventory panels is a fast way to see how game conventions interact with the typographic and spacing rules you already work with — and the result is genuinely useful as a moodboard input even when the pieces are never shipped, especially compared with the game UI that already exists in other people's released titles.

  • Teams that only need the first pass

    An established studio with an art director does not need this to make final assets, but it can still compress the concept stage: generate three stylistic directions for a screen, put them in front of the team, then commission the one that wins. The credits spent on two losing directions are cheaper than the hours spent describing them.

When ForgeGUI is the right pick

ForgeGUI is best understood as a concept-to-interface tool rather than an art department, and it is genuinely good at the part of game development that is hardest to start: the first pass. A Roblox or UEFN build usually stalls on the same screen — you know roughly what the inventory should look like, you cannot draw it, and commissioning a matching set of panels, bars and buttons is a week and a budget you have not committed yet. Prompting a full set that shares one palette and one border treatment solves exactly that, and the style-reference upload is what keeps it from looking like the tool rather than your game: feed it a screenshot of the look you are chasing and the generated pieces stay in the same family instead of each one inventing its own. It is equally good at the marketing layer, where a thumbnail has to earn a click and the same prompt box already knows what a Roblox thumbnail looks like. The honest limits are what the page has to make clear. What comes back is artwork: parent frames, anchoring, scaling and the wiring that makes a menu respond are still your job in Studio, and no amount of prompting changes that. The free tier's publication behaviour is a real trade rather than a hidden gotcha, but it is a trade you should make knowingly — if the interface reveals something about your unreleased game, a paid generation is the one that stays private. And if the missing asset is a character or a prop rather than a panel, this is the wrong shelf entirely. Used against the right problem — getting from idea to a coherent interface set fast — it removes a week of work; used against the wrong one, it produces pretty pictures that never become a menu.

Platform and licensing notes

What it is, what it will not do, and the facts worth verifying at the source.
A hosted browser generator with a Studio plugin
The product is a web application: you sign in, generate assets, download or push them out. There is no desktop install, which matters because the same creator may be working on a laptop and a studio machine. The companion plugin is what closes the loop with Roblox Studio and removes the manual import step.
Output formats and where they land
Assets come out as PNGs, batch ZIPs, and GLB for 3D output. PNG and ZIP cover the interface and store-art route into any engine; GLB is the interchange format that gets 3D output into Blender, Unity and Unreal without a conversion step. The platform list covers Roblox, Fortnite UEFN, Unity, Unreal Engine, Minecraft and mobile.
Commercial-use rights on what you generate
The stated licence is that assets made with the tool are yours, with full commercial-use rights plus permission to modify, distribute or sell them in your games. That is the permissive end of what AI generation tools offer and it is the single most important fact for anyone selling a game that contains these assets.
Cloud generation with a public-catalog default on the free tier
Prompts are processed on ForgeGUI's servers, and a style-reference screenshot you upload is sent with them. Independently of that, generations made with free credits or during a trial are eligible for the public asset catalog, which is viewable, downloadable and search-indexed; paid-plan generations are private by default. The setting controls future publication rather than retracting what has already gone out.
Credits rather than seats, with per-type costs
Access is metered in credits, and different generation types consume different amounts, so the useful unit of comparison is not the plan name but how many usable assets a balance of credits buys for your particular mix of interface art, thumbnails and 3D. Referrals add credits on top of whatever the plan includes.
What it does not do
It does not produce a functioning interface: no layout system, no anchoring behaviour, no engine-side events, no code. It does not offer rigged or animation-ready characters, shared team style libraries, review workflows or a public API for your own pipeline. And it does not process anything locally — every generation is a server-side job, which puts designs for unreleased games on someone else's machines.
Held by an early-stage team, with shifting numbers
ForgeGUI is a small independent product backed by early-stage funds, which is worth knowing before a studio builds a pipeline around it: features and terms move quickly at that scale. The site's own copy is not currently consistent about how many creators use it — the page and its meta description quote different figures — so treat user counts here as marketing rather than as a fact to rely on.

Frequently Asked Questions

Quick answers about this tool—open a question to read more.