Prepare

VTT Studio

Get maps, tokens, and handouts ready before play.

VTT Studio is the preparation workspace for your visual table material. Build and review scenes, arrange the assets, and check scale before publishing a package for VTT Viewer. The GM approves what goes to the table.

What it helps you do

Bring the material together

Import maps, tokens, handouts, audio, and supported map data, including material prepared from an adventure.

Work with a scene

Prepare editable 2D and 3D scene material, floors, furnishings, and lighting rather than relying on a reference illustration alone.

Map assistance with review

Use ARC, the AI Referee Cartographer, to propose map material that you can inspect and revise.

Check the table scale

Calibrate the hex grid and physical display scale, then check the result against the table you will use.

Publish an approved package

Prepare a .vertual package for the Viewer, keeping private drafts and credentials out of the player material.

Getting ready

Start in the GM Builder with a saved project, imported map, or adventure context. Decide which location and night the scene supports, what the players should be able to see, and which assets are needed. Keep the editable project so you can revise the preparation after a rehearsal.

Know the display you are preparing for. Source-image pixels, game distance, and the TV’s physical scale are separate measurements. A native spatial scene and an imported flat picture also need different preparation: the picture does not already contain usable walls, doors, floors, or movement boundaries.

How to use VTT Studio

  1. Open or import the working material

    Use Project and Import to bring in the project, map, tokens, handouts, audio, or supported adventure material. When importing an editable Dungeon Scrawl source, use its supported .ds file and choose the grid interpretation. Inspect import warnings before accepting changes; unsupported source pages and object types should not be treated as a successful import.

  2. Review ARC proposals against the adventure

    Where configured, use ARC to propose location and map material from the selected campaign context. Inspect the brief and candidate assets before accepting them. Decide what serves the scene’s clues, choices, and movement. A striking reference image can guide the design, but it is not yet an editable location.

  3. Build the scene the table needs

    Establish dimensions and correct geometry, then arrange floors, walls, doors, furnishings, lighting, and prepared figures as supported. Check stair destinations and door defaults instead of assuming an import invented their game state. Add the relevant tokens and handouts; a successful room preview does not mean the party’s figures are already present.

    A scene-material review example from the project folder. Compare the intended pieces and their scale before approving them for the table.
  4. Calibrate the grid and test the physical scale

    Set hex orientation, spacing, offsets, and snapping, or supported square-grid compatibility for imported material. Check a ruler measurement on the actual display. Recheck after changing zoom, viewport, TV scaling, or casting. Panning should reveal more of the scene without changing the size of a five-foot space under the miniatures.

  5. Inspect the scene through the intended table view

    Preview overhead visibility, door gaps, stairs, props, readable coordinates, floors, and lighting. Check the player-facing names and material, missing assets, and attribution or rights information. Repair a problem in the authoring project and review the resulting version, rather than carrying an approval over to content that has changed.

  6. Publish and verify the handoff

    Publish the approved .vertual package and open it in Viewer. Keep credentials, device URLs, private drafts, and GM-only material out of the player package. For a configured local rehearsal, Open table preview uses the paired Viewer and Send to table stages delivery. Look at the Viewer after sending: delivery alone is not a rendered acknowledgment or wireless casting proof.

A game example

A tavern map that works with miniatures

For example, import a tavern map, establish the grid, and add doors, tables, and the NPC tokens needed for tonight. Check whether a player looking straight down can recognise the doorway and move a miniature through it. Prepare day and night lighting if the scene needs both. Measure the grid on the actual TV, inspect the player view, and publish the approved package. Save the editable project so a later change to the tavern can be reviewed properly.

What you keep

An editable preparation project

The scene source, geometry, asset choices, calibration, and revisions you can reopen for later changes.

An approved table package

A .vertual export with the intended player material, required assets, and the review information tied to that version.

A checked Viewer handoff

A scene loaded and visually inspected in the chosen Viewer path, plus a physical scale check on the actual display.

How it fits with the other apps

Common questions

Does Studio run the live game?

Its main job is preparation, curation, review, and publication. Viewer handles the live visual display; Runtime provides connected GM controls. An approved package should be usable at the table without keeping an AI generation job running.

Can the cloud app send to any TV automatically?

The documented paired preview and Send to table route belong to the configured local setup. They do not establish automatic cloud-to-TV delivery or Chromecast readiness. Use the actual Viewer and display to check rendering, sound, visibility, and miniature scale.

Usage guide based on the 7 October 2026 project summary, reviewed 8 October 2026. Examples illustrate possible games. Some connected features require sign-in, GM permissions, or a configured local table.