Ecosystem & Suite
Where Dungeon Master sits in the BlackBox Creative Suite pipeline.
The Pipeline
BlackBox tools don't live in isolation. Each one owns a slice of the creation pipeline that feeds poqpoq World. DM is a late-stage tool — by the time you're building a dungeon, several other tools have already produced the assets you're dropping in:
| Tool | Produces | DM uses it for |
|---|---|---|
| Terraformer | Procedural terrain heightmaps | Terrain isn't inside dungeons, but Terraformer-built worlds host the dungeon arches. |
| Landscaper | Procedural scatter — trees, rocks, decor | Decor catalogs that DM props can reference by ID. |
| Skinner | Vertex-weighted characters (GLB) | Enemy and NPC models come out of Skinner. |
| Animator | Character animations & retargeted mocap | Idle, combat, and trap-reaction animations for placed enemies. |
| Scripter | TypeScript SDK, scripted behaviors | Advanced trap logic and NPC AI past the DM catalog. |
| Dungeon Master | .bbd dungeon files |
This tool. |
| poqpoq World | The running metaverse | Persists dungeons as NEXUS sims, places arch portals, runs the player experience. |
What DM Consumes
Dungeon Master is a composer — it arranges assets that other tools produced. On every deploy, DM's public/models/manifest.json (37 GLBs) and public/textures/manifest.json (82 PNGs) point to the exact asset set available. Adding a new enemy to DM's palette means adding the rigged character to the models manifest; adding a new texture set means adding the floor and wall PNGs to the textures manifest.
Current asset categories:
- Characters — enemies and NPCs (Skinner + Animator output)
- Props — interactive anchor-placed objects (torches, chests, pillars)
- Decor — atmospheric scatter (barrels, rubble, small objects)
- Floor textures — tileable PNGs per cell theme
- Wall textures — tileable PNGs matching each floor set
What DM Produces
A single output: a .bbd file. Either downloaded standalone, or shipped directly to poqpoq World via Save to poqpoq. The file is self-describing — schema versioned, asset paths resolved, all content IDs referenceable against the shared manifest. A .bbd is everything World needs to render the dungeon and everything any future tool would need to re-open and edit it.
Cross-Suite Links
Terraformer →
Procedural terrain editor for the worlds that host your dungeon portals.
Landscaper →
Procedural scatter — populate terrain with trees, rocks, props.
Animator →
In-browser animation editing with IK and motion-capture retargeting.
Skinner →
Vertex weight painter for skeletal rigs.
Scripter →
TypeScript SDK for behaviors that go beyond the DM catalog.
poqpoq World →
The metaverse runtime. Dungeons live inside worlds as portal-linked sims.
The Shape of the Workflow
A complete creator cycle tends to go:
- Build the terrain in Terraformer.
- Populate it in Landscaper.
- (If you need new NPCs) rig and animate them in Skinner + Animator.
- Open your world in poqpoq World, place a dungeon arch prop.
- Click the arch to launch Dungeon Master. Build the dungeon.
- Save to poqpoq. The arch goes live.
- Invite players.
Tools chain. Each owns its surface. Dungeon Master's surface is what happens inside the arch.