Product Guide

Worlds and Asset System Guide

Worlds are Cannon Studio's reusable canon layer. They keep world basics, lore, characters, locations, and linked projects in one place so you can stop rebuilding the same creative context every time a new production starts.

They also give teams a cleaner handoff surface. Instead of passing continuity notes around manually, collaborators can anchor new Creator Flow work to the same saved world context.

What Worlds Store

  • World basics such as title, description, genre, theme, visual style, and important lore
  • Reusable characters, objects, locations, zones, angles, outfits, abilities, and cameras
  • Linked projects that should inherit or reference the same canon
  • Team-friendly canon that can be reused across shared workspace projects and repeat formats
  • Saved context that can feed world-first project creation and downstream generation

Core Surfaces

  • The Worlds index is the main browse hub for saved worlds and quick jumps into project or asset flows
  • World detail organizes work into Overview, Characters, Locations, Lore, and Projects tabs
  • The World Generator uses saved world context to match named characters, places, zones, angles, and objects during generation
  • World-first project creation lets you start from a New World, Use Existing World, or Build From Assets mode
Open the World Generator guide

Asset Authoring Surfaces

  • The Asset Library is the browse surface for Characters, Locations, Objects, Cameras, plus Outfits and Abilities under the character domain
  • Character Studio also powers object authoring through an object mode that reuses the same shell
  • Location Studio manages a base location together with nested zones and angle coverage on one page
  • Modular Asset Studio handles reusable outfits, abilities, and cameras, including world attachments where supported

How Abilities Work

Abilities are reusable power modules, not one-off scene notes. Use them when a character has a recurring discipline, transformation, magical technique, combat form, or tech system that should stay available across multiple shots or projects.

  • Use summary for the concise production-use description of the power
  • Use school for the family or system the power belongs to
  • Use canon constraints for hard rules, limits, or behavior boundaries
  • Use visual grounding for manifestation, material, color, and force-pattern cues
  • Use variants for named manifestations that still belong to the same ability family

Keep the asset reusable. Later shot authoring can activate the ability in a specific scene, so the stored ability should describe the recurring power package rather than a single one-off staging beat.

When To Use Worlds

Use worlds when continuity and reuse matter across more than one project. If you only need a one-off experiment, you can move faster with a scratch workflow. If you expect to revisit the same cast, locations, or lore, saving that canon in a world pays off quickly.

Worlds are especially useful when multiple people touch the same franchise, campaign, or recurring format. The saved canon becomes the handoff layer that keeps new projects, new teammates, and new releases aligned.

How Studio Assistant Fits In

Studio Assistant can explain which worlds surface to use, draft asset fields, and apply supported actions directly when the current worlds page exposes them. It works best when you name the exact field or step you want updated.

Continue Learning

Use these related guides to turn world context into stronger Creator Flow projects and prompts.