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Aerun edited this page Jun 16, 2026 · 3 revisions

Welcome to the Pokémon Studio wiki!

About Pokémon Studio's goal and vision

Historically, it started as a companion tool for Pokémon SDK (PSDK), our open-source game engine. The goal was to replace RPG Maker XP's databases and make game data easier to edit.

Over time, it evolved into something larger: our vision is for Pokémon Studio to become the main game creation tool for Pokémon SDK projects.

The ideal workflow is roughly:

  1. Create and manage your project in Pokémon Studio.
  2. Create maps using Tiled.
  3. Create game logic, events and content using Pokémon Studio.
  4. Run and test the game using PSDK.

So while some parts of the product still feel like a data editor today, our long-term goal is to support the entire game creation process as much as possible (except for map creation).

Regarding engine knowledge, that's actually an interesting challenge. Today, users benefit greatly from understanding how the engine works. In the future, we'd like Pokémon Studio to progressively reduce that requirement and guide users more naturally through the creation process.

As for the organization of the product itself, historically, many sections were organized around engine concepts and technical systems. One of the goals of Version 3.0 is to progressively move toward workflows that better match what users are actually trying to create.

About our users

Our community is quite diverse.

The main profiles we encounter are:

  • Complete beginners discovering game creation for the first time.
  • Pokémon fans who want to create their own fangame without being developers.
  • More advanced creators who already have experience with RPG Maker XP, Pokémon Essentials or other engines.
  • Developers and technical contributors who want more control and customization.
  • Teams working collaboratively on larger projects.

One of our biggest challenges is that those profiles often have very different expectations and levels of technical knowledge. For example, what feels obvious to an experienced fangame developer can be completely overwhelming to someone creating their first project.

That's why we're trying to build tools that remain powerful without becoming intimidating.

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