New: Workflows is now in Beta
Power your LiveOps and UA with a continuous creative fabric. Build node based workflows, batch-generate 100s of style-consistent ads and in-game assets in parallel, and iterate fast from one place.
Release Live Ops content, without the headaches
Produce ongoing seasonal assets, character skins, and in-game updates with reusable workflows. Swap inputs, adjust style weights, and instantly generate consistent content that fits your game’s art direction.
Make the character holiday themed: Christmas, Halloween, Easter, etc
Make the character holiday themed: Christmas, Halloween, Easter, etc
Spin up hundreds of creative variations in minutes using node-based workflows, automated prompt tweaks, and batch & parallel generation. Test more concepts, iterate faster, and quickly replace underperforming ads.
Support immersive
multi-channel Marketing
Automatically resize and expand assets for ASO, social, and paid channels in a single flow. Create platform-specific versions while keeping the same cohesive style across every touchpoint.
Layer Workflows:
True scale without the complexity
Join the waitlist and be the first to try out Layer Workflows
FAQ
What is Layer Workflows?
Layer Workflows is a node-based system that lets game studios automate and scale their entire asset pipelines. You can connect steps, branch variations, and generate high-volume content in a single visual flow.
How does Layer Workflows help with UA and Live Ops?
Workflows makes it easy to generate creative variations, resize and convert assets, and update content based on performance or event needs. It’s purpose-built for teams running fast-paced UA testing and always-on Live Ops game contentcycles.
Can I generate assets in batches with Layer Workflows?
Yes. Workflows is optimized for batch creation. You can produce dozens or hundreds of variations at once, tweak prompts across branches, and maintain style consistency across everything from characters to ads.
Do I need technical or engineering skills to use Layer Workflows?
No. Workflows uses a simple, visual, node-based interface. Anyone on your art, Live Ops, or marketing team can build automated asset flows without writing code.
What types of game assets can I produce with Layer Workflows?
Everything from character skins, seasonal Live Ops assets, and map elements to UI components, marketing visuals, and UA ad variations.
Can Workflows use my existing game art or custom styles?
Absolutely. You can plug in reference art, existing prompts, or styles trained on your unique art style to instantly generate on-brand variations.
How does Layer Workflows support multi-channel marketing campaigns?
Workflows can automatically resize and adapt assets for App Store, Google Play, Instagram, TikTok, YouTube, and all major UA placements - all in a single automated run.
Can I update or modify my Workflows workflows over time?
Yes. Every Workflow is shareable and editable. You can change nodes, swap inputs, refine prompts, or duplicate flows to support new content drops or events.
Is Layer Workflows compatible with custom AI styles trained in Layer?
Yes. Workflows integrate seamlessly with your custom styles, letting you generate large-scale, consistent assets using your own game art.
Why use Layer instead of standard AI tools?
Because Layer is purpose built for professional teams generating content at scale designed to improve productivity and multiply abilities of game studio team members. It automates high-volume asset creation, handles massive batch runs, maintains consistent art direction, and provides full auditability across teams - something standard AI tools simply aren’t designed for. Workflows are our first step in our efforts to revolutionize gaming. Layer team is already working on the evolution of workflows to build game studios best friend and forever AI companion.
Can multiple teams collaborate inside Layer Workflows?
Yes. Art, Live Ops, UA, and marketing teams can all work from the same workflows using the same art styles, with shared visibility into assets, runs, logs, and outputs.






