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Asset Studio (Portraits, Weapons, Audio) ​

The Asset Studio is the in-game customization hub for swapping art and audio without touching any files by hand. It is the no-code path to a custom look: drop in your own character heads, weapons, sound effects, voice lines, music, and ambience, group them into a pack, and share that pack as a single file.

This is the easiest mod you can make. No JSON, no scripts.

Opening it ​

Open the Asset Studio from the game's HUD. It is a full-screen panel with two parts:

AreaPurpose
Left railYour list of packs, plus pack actions (new, delete, import, export).
Right panelTabbed asset categories for the active pack.

Packs ​

Everything you import belongs to a pack. A pack is a self-contained bundle of your assets that you can enable, disable, export, and share as one unit.

ActionWhat it does
New packStart an empty pack to fill with your assets.
Import packLoad a pack from a .zip file (for example one a friend made).
Export packSave the active pack as a .zip to share or back up.
Delete packRemove a pack you no longer want.

TIP

Exporting to .zip is how packs are shared. Someone else imports your .zip and immediately has your assets. No file copying, no install steps.

Categories ​

The right panel is organized into tabs, each holding related asset categories:

TabCategories
VisualsPawn heads (portraits), weapons
SoundsCombat sound effects, voice lines
Music & AmbienceMusic tracks, ambient loops

To add an asset, pick the category and import your file. The studio places it into the active pack under that category. The category list is data-driven, so it can grow over time.

Importing assets ​

StepAction
1Select or create the pack you want to add to.
2Choose the tab, then the category (for example Pawn Heads).
3Import your file(s).
4The asset joins the pack and is used in-game.

Art sizing guide ​

Your art is normalized by the game, but keeping source files near the intended size keeps memory use sensible. Rough guidance for weapon sprites:

AssetSuggested source canvasNotes
Pawn headSquare, around 128x128Rendered small on the map.
Knife, handgun96x64Short weapons.
Bat, rifle, shotgun128x64Long weapons, the common case.
Oversized special weaponUp to 160x80Reserve for genuinely large weapons.

Avoid importing very large source images (for example 1500px-wide art). The game can scale them down, but the oversized source still costs memory after loading.

Names ​

Generated pawns pull from name pools. A pack-driven or mod-driven name list lets your characters have names that fit their theme. In a folder-based mod this is a names.json with male and female pools; see Entities & Identities.

When to use the Asset Studio vs a folder mod ​

Use the Asset Studio whenUse a folder mod when
You only want to reskin: art, audio, namesYou want new entities, goals, actions, or tuning
You want a one-click shareable .zipYou want to change how the game behaves
You do not want to edit any filesYou are comfortable editing JSON

The two combine well: a folder mod adds a new entity type, and an asset pack gives it a custom look.

NOTE

The exact set of categories and the import flow may expand. This wiki is the live reference; check back for new asset types.

Community documentation for BBox: Kingpin.