layer-3dUse when producing 3D assets with Layer: generating a mesh from text or an image, retopologising or remeshing, retexturing an existing mesh, rigging a character, or animating a rigged mesh. Also when choosing between quad and triangle output, setting a polygon budget, or asking for PBR textures for
layer-art-directionUse when a Layer brief needs a direction before generating at volume: exploring a look with a moodboard, choosing between visual directions, storyboarding an ad, trailer or cutscene, pinning a colour palette, naming a style or era precisely, or framing a scene. Also when a brief is vague or generati
layer-audioUse when generating audio with Layer: sound effects for a game or trailer, music and background tracks, or speech and voice-over from text. Also when a sound effect comes back with unwanted ambience or reverb, when a music prompt needs structure or length control, or when choosing a voice and delive
layer-environmentsUse when producing game environments with Layer: background and environment concept art, a side-scroller parallax background split into scrolling layers, a 360 skybox or panorama, or a generated world. Also when parallax layers do not line up or loop, when a background is too busy to read gameplay a
layer-game-assetsUse when producing in-game characters and props with Layer: heroes, NPCs, enemies, bosses, mascots, creatures, items and props. Also when a cast must stay on-model across many images, when a set of sprites must share one canvas size and ground line, or when a character must be split into parts for a
layer-game-uiUse when making game UI with Layer: buttons, panels, frames, dialogue boxes, tabs, tooltips, HUD elements, ability and inventory icons, currency symbols, or card and badge plates. Also when a button must stretch to any width without distorting its corners, when a UI kit must import into Unity, Godot
layer-image-editingUse when changing an image that already exists on Layer rather than generating a new one: editing or replacing part of it, inpainting with a mask, outpainting or extending the frame, reframing to another aspect ratio, relighting, restyling, re-rendering from another camera angle, splitting into laye
layer-imageUse when generating a still image with Layer: concept art, key art, illustrations, marketing images, icons, or any text-to-image run. Also when a prompt is not landing, when the aspect ratio or resolution is wrong, when a style or pose reference should steer the result, when readable text must appea
layer-live-opsUse when producing content for a live game with Layer: item evolution and upgrade chains, weapon or gear tiers, currency packs and store bundles, character level-ups and skins, seasonal and event reskins, or batches of themed items. Also when tiers stop reading as one item, a reskin loses the silhou
layer-localizationUse when one approved Layer asset must ship in several languages: dubbing a trailer or ad, voice-over in another language, burned-in subtitles or captions per market, or translating text that appears in an image, end card, store screenshot, or UI. Also when a dub drifts out of sync, translated copy
layer-motion-graphicsUse when making motion graphics with Layer: a logo reveal or sting, an idle logo loop, animated titles, lower thirds, an end card or CTA card, kinetic type, or a branded intro or outro for a trailer or ad. Also when a reveal lands on a distorted logo, when generated lettering comes back misspelled,
layer-motion-templatesUse when one Layer video edit must be rendered many times with different media: an ad template filled per hook, per language, per placement or per character, a reusable intro or end-card template, or a batch of variants from one timeline. Also when a voice-over or clip should set the edit's length,
layer-pixel-artUse when making pixel art with Layer: sprites, retro game characters, pixel icons, pixel tiles, or a sprite sheet and walk cycle. Also when generated pixel art comes back blurry, anti-aliased, or at the wrong grid size, and when packing separate frames into a sheet or cutting an existing sheet into
layer-qualityUse when judging Layer output before it ships: scoring generated files against a workspace's output scoring rules, reading back verdicts on a file, reviewing a batch against the brief, or choosing which candidate to deliver. Also when a studio has automated quality standards, or a set must be checke
layer-reference-setsUse when a look must hold across many Layer generations: training a custom style or LoRA on a studio's own artwork, curating the images that go into a reference set, choosing its training category, tuning reference-set weight on a run, or deciding whether to train at all rather than attach a style r
layer-sprite-animationUse when animating a hand-painted, vector-style or HD 2D game character with Layer: idle, walk, run, attack, hit or death cycles, 4-direction or 8-direction sprites for a top-down or isometric game, or a character sprite sheet from a single approved design. Also when frames drift off-model, feet sli
layer-store-assetsUse when making store listing art for a game or app with Layer: an app icon and icon variants, a screenshot set with captions, a feature graphic, Steam capsules and header art, or an app preview video. Also when one key art must become every size a store asks for, or a logo or icon stops reading at
layer-talking-charactersUse when a character or presenter on Layer has to speak on camera: a talking-head presenter, a UGC-style ad, a character delivering dialogue in a cutscene or trailer, or lip-syncing existing footage to a new line. Also when the mouth drifts out of sync, a line overruns the clip, or a voice changes b
layer-texturesUse when generating a texture with Layer that must repeat without a visible seam: ground, terrain, walls, fabric, foliage, stone, wood, pattern fills, or a tiling material for a game engine. Also when a generated texture shows seams at its edges, an obvious repeating motif across a surface, or baked
layer-tilesetsUse when making game tiles with Layer that must snap together on a grid: isometric tiles, hex tiles, diamond or top-down map tiles, buildings and props with a footprint, the same building from four facings, or a tileset for Tiled, Godot or Unity. Also when generated tiles do not line up, stand at di
layer-typographyUse when exact words must appear on a Layer asset: a title, logo lockup, CTA, button label, price, or caption set in a brand font, or text that must be spelled exactly and stay editable. Also when generated text comes back misspelled, when a brand .ttf or .otf must be used, or when text already in a
layer-ua-creativesUse when making user acquisition or performance marketing creative for a game with Layer: static ad concepts, hook variants, statics turned into motion, video ads for TikTok, Meta, YouTube or ad networks, end cards and CTAs, or one master resized for every placement. Also when a creative test needs
layer-vfxUse when generating game visual effects with Layer: spell and skill effects, hit impacts, explosions, pickups and power-ups, loot chest and reward openings, auras, portals, or looping ambient effects such as fire, smoke and magic swirls. Also when an effect comes back with a scene around it, cannot
layer-video-continuityUse when a Layer video has more than one shot and they must cut together: a trailer, ad, cutscene or short story where the same character, set and motion carry across cuts. Also when a character changes face or costume between shots, when shot two does not start where shot one ended, or when draftin
layer-video-directionUse when directing a single generated shot on Layer: choosing the camera move, lens, framing, lighting and pacing, applying a camera preset such as a dolly zoom or orbit, or timing a performance to the clip length. Also when a shot drifts, moves the wrong way, or feels flat or rushed. Keywords: cine
layer-video-fixesUse when a generated or supplied clip on Layer is nearly right and should be repaired, not rerolled: extending it, inserting into it, swapping an object or a character, transferring motion, relighting, smoothing motion or making slow motion, upscaling, denoising, deblurring, or converting to HDR. Ke
layer-video-looksUse when giving a Layer video cut one consistent finish: a colour wash in brand colours, a retro CRT or VHS look, film grain and light leaks, a glitch hit on a cut, keying out a green or blue screen, lifting a cut-out logo off the frame, or filling the bars behind a clip. Also when shots in one edit
layer-video-timelineUse when assembling assets a user already has into one finished video with Layer: sequencing clips, adding transitions, overlaying text, captions, a logo or a CTA, layering music or voice-over, or cutting a trailer, ad, or promo from generated shots. Also when a multi-shot piece needs to become a si
layer-videoUse when generating video with Layer: text-to-video, animating a still image, extending a clip, adding camera motion, generating native audio or lip sync, looping animations, or planning a multi-shot ad, trailer, or cutscene. Also when a video prompt produces the wrong motion or the shot drifts off
layer-workflow-importUse when bringing a workflow built in another tool into Layer: an exported workflow file, a node-graph JSON from any node editor, a screenshot of a node canvas, or a pipeline described in prose. Also when converting, porting, migrating or rebuilding a pipeline as a Layer Blueprint workflow. Keywords
layer-workflowsUse when running a saved Layer Blueprint workflow rather than a single generation: discovering what workflows a workspace has, reading a workflow's input schema, estimating and executing a run, polling its steps, or cancelling it. Also when a repeatable multi-step pipeline exists for a task, when th
layerUse when generating or editing game and entertainment assets on Layer through MCP: images, video, 3D meshes, audio, sprites, textures, or marketing creative. Also when choosing a Layer base model, pricing a run in Creative Units before spending them, uploading reference files, polling a generation,