Key concepts in Jabali Studio
These are the terms the rest of the docs use. Each one has a short explanation here and a link to its full page.
Bali is the AI Producer built into Jabali Studio. You chat with Bali to build your game, change it, ask how it works, fix bugs and generate assets. Bali reads your whole project, so you can refer to scenes, scripts and characters by name. See Using Bali.
Projects
Section titled “Projects”Each game is a project. Your library lists every game in your account that you can open in Studio, including games you started on Jabali Web or FriendJam. Studio keeps a local copy of each game you open on your computer. See Open and manage projects.
Templates
Section titled “Templates”Templates are ready-made games for popular genres, such as Interactive Story, Character Simulation, 3D Racer and Match 3. Start from one and change it with Bali, or start from a prompt and let Bali build the first version. See Create your first game.
Engine and camera
Section titled “Engine and camera”Every project is built on an engine, chosen when you create it:
- Godot for 2D and 3D games, with scenes you can edit in the Layouts tab.
- Web for games that run in any browser, with starters such as Phaser and Three.js.
The Camera setting picks 2D or 3D. Leave both on Let Bali Decide if you’re not sure. You can’t change the engine after a project is created. See Choose an engine.
Assets
Section titled “Assets”Assets are everything your game uses besides code: sprites, backgrounds, music, sound effects, speech, video, fonts and 3D models. Bali can generate them, or you can upload your own in the Assets tab. See Create assets with Bali.
Attachments and uploads
Section titled “Attachments and uploads”Both add files, for different reasons:
- Attach a file in Bali’s chat to give Bali context, such as a design document, a reference image or a screenshot of a bug. See Attachments.
- Upload a file in the Assets tab to put it in your game. See Upload your own assets.
Model, reasoning and behavior
Section titled “Model, reasoning and behavior”Three settings shape how Bali works on each project:
- Model: the AI model behind Bali.
- Reasoning: how much thinking to ask for, on models that support it.
- Behavior: how independently Bali works. Choose Autonomous, Collaborative, Cautious or Creative.
See Models and behavior.
Sparks
Section titled “Sparks”Sparks measure how much work Bali does. Each request uses Sparks based on the work involved, so a quick question costs less than a new level or a batch of assets. Your model and reasoning setting affect it too. Check your usage in Settings → Billing. See Sparks and usage.
Preview and rebuild
Section titled “Preview and rebuild”The Preview tab runs your game inside Studio, so you can playtest as you go. In Godot projects, a Build is out of date banner appears after changes. Click Rebuild to see them. See Playtest your game.
Versions and publishing
Section titled “Versions and publishing”Studio records your changes as you and Bali work, so you can restore an earlier state from the Version History panel. Publishing puts your game online on Jabali with a link anyone can play. Each publish also turns your latest changes into a numbered version, such as 1.0.1. See Version history and Publish your game.
Archived projects
Section titled “Archived projects”An archived project is read-only. Nothing is deleted, and you can unarchive it at any time. See Archive a project.
Extending Bali
Section titled “Extending Bali”You can give Bali more abilities:
- Agent Skills: reusable instructions for workflows and conventions.
- MCP servers: connections to outside tools and data.
- Shell tool: running commands in your project folder.
Godot plugins
Section titled “Godot plugins”In Godot projects, plugins add ready-made features to the game itself, such as dialogue systems, camera tools or effects. Install them from Project Settings, or ask Bali to find and install one. See Godot plugins.

