Concept and pre-production in one place
Reference, exploration, and direction for a world that doesn't exist yet. Lay it out, compare it, and choose the look before it goes into production.
Pre-production doesn't end on a Miro board you never open again.
Most studios start a project in Miro because nothing better exists. The team gathers references, builds mood boards, sketches concepts. Then production starts and the Miro board is forgotten. Three months in, nobody remembers why the color palette was chosen.
ALLO canvases stay alive past pre-production. The mood board is still there in month six. The reference images are still there for the new hire. The art direction is still readable when production decisions are being questioned.
The canvas survives the project.
The same canvas, alive from kickoff to ship.
Month 1 · Pre-production
Mood boards, cinematic references, art-direction explorations, color scripts. The art lead anchors the visual language.
Month 3 · Vertical slice
Concept art for the hero level, character turnarounds, environment paintings, animation reference clips, pinned beside the originals that inspired them.
Month 6 · Production
Level layouts, blocking, animation set lists, sound design notes, all still anchored to the month-1 mood boards. Decisions stay grounded.
Month 9 · Polish
Final shots, marketing key art, trailer storyboards. Anyone joining the team scrolls top-to-bottom and sees the entire visual journey.
Decide with the whole creative team
Art, narrative, and marketing looking at the same board and agreeing on direction, instead of trading versions in chat.
Concept artists, animators, sound designers, narrative leads. Same picture.
A game's visual direction has to be legible to every department. The concept artist defines it. The 3D modeler executes it. The animator references it. The sound designer matches the mood. The narrative lead writes to it. ALLO canvases work for all of them, references and concept art live where the production plan lives.
Generate references where the team can see them.
Many studios generate references with AI tools, but the output often ends up in a chat channel that gets buried. ALLO keeps generated concepts next to the references, notes, and decisions they inform.
Credits, not surprises.
AI generation uses credits. Subscription credits and credit packs are managed from Billing. See /pricing for current plan and credit details.
What ALLO is not
It isn't your version control and it isn't your build pipeline. Keep Perforce and your engine tools for the game itself. ALLO is for the creative decisions that feed them. If you need a place to manage builds, this isn't it, and we'd rather say so now.
Publishers, contractors, and outsourcing studios can read the canvas.
ALLO works for the people outside your core team. External contractors, the publisher reviewing milestones, and partner studios can review the project in context instead of sorting through loose file dumps.