Instead of dragging box volumes around, you just draw them — click points in the viewport and get a volume that follows your line. Every volume stays editable as a spline, so when the layout changes you grab a point and reshape it. Support for blocking, trigger, post process, nav volumes and level blockout, switchable at any time. It's fast and easy.
Stop building materials by hand. Point it at any palette image and get a full set of Blender materials instantly, then color your blockout face by face with a hotkey. When you're done, every color packs into a single texture atlas — or into vertex colors — so the scene exports as one material for Unreal, Unity, or Godot. Your UVs are never touched.
The companion app to Proto Color, running in your browser. Build a palette from harmony rules or pull one straight out of a screenshot, then check it holds up — sort it by luminance, simulate four kinds of color blindness, and let it push clashing colors apart. Same app generates UV checkers and scale-accurate prototype grid textures. Everything exports as PNG or JSON the Blender add-on reads directly.
A fast, lightweight mesh viewer and screenshot tool that runs in your browser. Drop in a GLB, OBJ or FBX and inspect it as an engine sees it — each material channel on its own, your own textures per slot, UVs against a checker. Then frame a shot with real camera controls and capture it at 1080p on a transparent background.
// FAQ
Proto Tools is a collection of tools for level designers & artists — add-ons for Unreal Engine and Blender, plus a browser tool you can just open. The focus is on fast, iteration-friendly workflows — tools that stay out of the way so you can keep building. Unreal plugins are on FAB and Blender add-ons on Superhive, with full documentation on this site.
Proto Tools is made by Trinh — a level designer building the tools they want to use in their own work, published under trinhlabs.
Because level design iteration should be fast. Too much time goes into fighting the editor instead of shaping the level — so every Proto Tool starts from a real workflow problem in day-to-day level design, and gets built until that friction is gone.
Join the Discord — questions, bug reports, and feature requests are all welcome there.
// About
Trinh Nguyen
Senior Level & UX Designer
Available for freelance The Netherlands, Europe
I have been designing experiences for a while — close to a decade, of which 7+ years professionally. During my career I have been part of many award-winning projects like Riders Republic, Assassin's Creed VR and Off The Grid, at Ubisoft Annecy, Ubisoft Reflections and Gunzilla Games.
You could describe me as a Y-shaped designer. Next to my specialization in level design, my extensive knowledge in other fields like UX design and tool programming allows me to rapidly prototype my ideas, understand the project constraints and apply them to my designs more efficiently.
During my time in the industry I have mentored and given several workshops to designers: "3D modeling for Level Designers in Blender", "Create client worthy presentations using Canva" and "Photogrammetry for Beginners".