The assets that make a design playable — the reach for the panel, the spoken line, the face that carries it — are the expensive part of an early game. So designs queue behind asset production, and the answers arrive after the money is spent. These sets make the playable version cheap enough to throw away: generate it, play it, keep what earns its place.
They also repair a divided landscape. Every generative model arrives with its own format, its own workflow and its own failure modes, and none of it is built to be automated. Here, providers plug into one registry and are chosen per asset — free and local, rented, or hosted — every step is priced before it commits, and the whole surface is native Model Context Protocol, so your agents run the same pipeline you do.
And they keep generated content from quietly becoming debt. Every asset is ledgered from the moment it is made — what produced it, what it cost, what depends on it — and the moment your team hand-edits one, it graduates and the tooling never touches it again. Generation is for finding the game; graduation is how you keep it.