Every asset is a small program with knobs, not a frozen mesh. Recolor it, reshape it, export the GLB your way — built for three.js and any glTF engine.
No account needed to browse. Free assets download without a key; everything else comes with Pro.
Browse by class, kit or triangle budget. Every listing shows rig, remix and night flags up front.
Turn the knobs: colorway, shape, scale. The asset is a program, so variants cost nothing.
Grab the GLB for Unity, Godot or Blender — or the ES module and call createAsset() in three.js.
One palette, one scale, one vibe. Published kits are bundles; filling-up kits publish part by part and are usable today.
Polygork is agent-friendly: a self-describing JSON API, an MCP endpoint, and a working guide at /prompt.txt. Point an agent at the catalogue and let it assemble a scene.
We got tired of asset packs that are one model, one look. Polygork ships assets as programs: the geometry is generated from knobs, so a crate can become a barrel and a pine can become snow-covered — without a second file. Built for game jams, prototypes and agent-built scenes where speed beats polish.