Bring the material together
Import maps, tokens, handouts, audio, and supported map data, including material prepared from an adventure.
Prepare
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.
Import maps, tokens, handouts, audio, and supported map data, including material prepared from an adventure.
Prepare editable 2D and 3D scene material, floors, furnishings, and lighting rather than relying on a reference illustration alone.
Use ARC, the AI Referee Cartographer, to propose map material that you can inspect and revise.
Calibrate the hex grid and physical display scale, then check the result against the table you will use.
Prepare a .vertual package for the Viewer, keeping private drafts and credentials out of the player material.
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.
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.
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.
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.
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.
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.
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
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.
The scene source, geometry, asset choices, calibration, and revisions you can reopen for later changes.
A .vertual export with the intended player material, required assets, and the review information tied to that version.
A scene loaded and visually inspected in the chosen Viewer path, plus a physical scale check on the actual display.
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.
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.