Working with teams across games and tech
Run UGC at scale, not in a moderation queue.
Players who were never going to install an editor
Traditional modding reaches the fraction of your community that can script. Describing a level in a sentence reaches the rest — which is where the volume comes from.
vs. the studio's baseline
between content drops
Orio pilot data, August 2026 · studio name withheld under NDA
You set what's possible.
Orio resolves your rules before it builds anything. Whatever a player asks for comes back inside your world.
You choose what players can touch. Everything else ships exactly as you built it.
Your game grows. Your roadmap stays put.
Something new between updates
Players finish a season long before the next one lands. Orio keeps new levels arriving in between, built by the people waiting.
Your designers stay on the big stuff
The team keeps building the roadmap instead of getting pulled off to fill a gap in the calendar.
Old titles wake up
A game with a community and nobody assigned to it starts getting new levels again. No reassignment, no new production.
Monetise it, or don't
Some studios sell what players make and share it back. Plenty keep it free on principle. Either way, the IP stays yours.
What studios say about running UGC in live games
“We shipped six weeks of content in a fortnight, and none of it came off our roadmap. It’s not just volume; it’s a system that lets the community carry the calendar between seasons.”
“The verification layer is the part I did not believe until I watched it play a level to the end.”
“A title we had shelved is getting new levels every day without anyone assigned to it. No reassignment, no new production budget — just the community and the review queue.”
“We kept the rules tight and still got things our designers would never have thought of.”
“Player levels now carry our seasonal events. We schedule around what the community builds, and the queue takes minutes a day to clear.”
“Verification killed the moderation backlog in the first week.”
Customer stories
Frequently asked questions
+What is Orio for Studios?
A UGC layer that installs into your game and lets players build new levels and mods by describing what they want. Orio generates it from your assets, playtests it automatically, and sends it to you for approval.
+Do players need modding experience?
No. They describe what they want in plain language, inside the game. There is no editor, no scripting and nothing to download — which is why participation goes well beyond the people who already mod.
+How do you stop players making something broken or offensive?
Two ways. Your rules are resolved before anything is built, so creations start inside your boundaries. Then every mod is played end to end and checked for playability, fairness, tone and brand fit — 95% clear without a human involved.
+Can we control what players are allowed to change?
Yes. You declare what is open and what is off-limits — progression, economy, balance, canon and art direction stay exactly as you set them.
+Does anything go live without our approval?
No. Verified mods arrive in a review queue and publish only when you approve them.
+Does adding Orio mean changing our game's code?
No. The layer runs alongside your build. Integration is an SDK and roughly a day of one engineer’s time.
+Who owns what players create?
You do. Player creations are made from your assets inside your game, and the IP stays yours.
+Do you train AI models on our game or our players' creations?
No. Orio does not train its models on your game, your assets or what your players build. Your content is used only to generate and verify creations for your own title, and it stays yours.
+Do we have to let players sell what they make?
No. Studios that want a creator economy can run one and share revenue back; studios that would rather keep mods free can do that instead.
+What happens to our existing modding community?
They keep everything they have. Orio opens creation to the players who were never going to install an editor.



