This is an experimental project. It does not sell tutorials or online courses. It is written for people who already run Cursor, Codex, or Claude Code every day and are looking for more capacity in the same routine.

What this actually costs

Subscription is the smaller line. Credit spend on generation is where the real cost sits, and it scales with how much art a project moves.

Solo / side projectSmall team
SubscriptionOne account, medium credit allowanceOne per account, medium credit allowance
Generation creditsTopped up as needed, roughly matching the subscriptionShared pool, administered by one manager
MCP accessCovered by the accountBilled per seat, separately
What the money buysOne person’s own build rhythmCentralized control over shared assets

Current spend on VberAI Studio here is about $60 a month: $30 of subscription and roughly $30 of credit top-ups. For a side project that has to fit around one person’s rhythm, and that pulls on several generation tools rather than one, that has been workable.

For a team the arithmetic changes. MCP access is billed per seat, each account carries its own subscription and credit allowance, and generation draws on a shared pool that one person administers. Current figures are on the VberAI site. The shared pool and the management tooling around it are the reason a team pays at all—a centralized studio, with one person accountable for the shared asset library, gets something from that structure which separate individual accounts do not.

This is not cheap. It fits a team in a rapid build-out phase, where throughput matters more than unit cost.

The rest of the stack

$100 a month was the planned AI budget for this project, across every service rather than VberAI alone:

With credit top-ups the real total runs closer to $130. Image generation goes through GPT Image 2 and Nano Banana 2 in t3.chat, design work through Figma and VberAI Studio, and code through Cursor.

What gets tested here

The working model in VberAI Studio is close to Figma’s: art sits on a canvas in layers, then moves to the engine through MCP—Godot MCP, Unity, and Cocos Creator. What this site records is how far that reaches in ordinary production work: where batch asset preparation holds up, and where generated art still needs another pass before it maps onto a scene.

A developer working at a laptop

Background:

Steps are documented with an “AI-first” mindset, at the grain an outsider to game development needs them.

If this exploration is useful, write to [email protected].