Carbonated announces Madworld, a new mobile game built on O3DE | READ THE PR


The Content SIG oversees continuous development of O3DE related to the editor framework, content workflows, terrain, visual and scripting languages, and asset processor.

Ready to contribute with like-minded community members?


  • Design and maintain generic editor framework including related system components
  • Design and maintain undo/redo functionality
  • Design and maintain keybind and controller assignments, but not the underlying runtime or handler
  • Design and maintain timeline sequence editor that interfaces and allows record/playback of data changes for entities and components. (TrackView)
  • Implement and maintain localization framework for editor
  • Design and maintain 2D runtime and edit time UI solution (LyShine)
  • Design and maintain primitive 3D geometry creation and editing tool (White Box)
  • Design and maintain generic node based editor and workflow system (Graph canvas/ Script Canvas)
  • Design and publish design and workflow templates, examples, and guidelines.
  • Design and maintain a Lua based script editor with collection of objects exposed to Lua for debugging
  • Maintain Lua language integration
  • Maintain Prefab workflows
  • Maintain AZTools Framework
  • Maintain Qt for Python bindings
  • Design and maintain asset editor – Editing generic assets (lists of X / Y) vegetation, physics/etc – generic presentation layer for anything presented – sidecar serialization extra data
  • Design and maintain a generic system to find, preview, and select referenceable assets usable to the editor (asset browser)
  • Design and implement Asset Processor reporting console tool
  • Design and implement installation and update tool
  • Design and implement tool automation to support python based editor control
  • Generalized overall scope of work

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