1. Executive Summary
VoxBatch Exporter is a simple open source tool that helps Sandbox creators export many voxel models at once. These models include .vxm, .vxr, .vxa, and .vox files, which are commonly created using VoxEdit. Instead of opening and exporting each file one by one, this tool allows users to process an entire folder of files in a single click.
The main export format is GLB, which is widely used in 3D engines and metaverse platforms. It also offers optional support for OBJ and FBX formats. This is especially useful for Game Jam participants who are required to submit assets in the GLTF format, and for developers working in the Voxel Games program who often need to import hundreds of assets into Unity or Unreal.
By removing the slow and repetitive export process, VoxBatch Exporter saves creators time, reduces mistakes, and allows them to focus more on building games and experiences. Once the assets are exported, they can be used in Unity, Unreal, WebGL, or AR and VR platforms. This makes it easier to showcase Sandbox creations across other parts of the Web3 and gaming world, helping more people see and use them right away.
This tool supports a growing creator ecosystem and strengthens The Sandbox’s presence beyond its core platform. It gives developers and artists a fast and practical way to take their work further.
2. Problem Statement
Current limitation
Creators working with large asset libraries in VoxEdit must manually export each model one by one, since there is no built-in batch export feature. This creates a major bottleneck for studios and developers who need to import many voxel assets into engines like Unity, Unreal, or WebGL experiences. The process is repetitive, slow, and prone to human error especially for Voxel Games developers and teams building multi-asset environments.
Also, the Sandbox Game Jams require submissions in standard formats like GLTF or GLB, but VoxEdit does not support bulk exporting to these formats. This means participants must spend unnecessary time converting each asset individually, increasing the risk of delays or incomplete submissions under tight deadlines. It adds friction to the creative process and discourages some creators from participating or completing their entries.
Affected users:
- Voxel Games developers integrating hundreds of assets into Unity/Unreal. The Sandbox
- Marketplace artists preparing AR/VR previews.
- Game Jam contestants (must supply GLB assets).
If this problems are not addressed on time; workflow inefficiencies will persist, reducing creator participation, slowing cross‑platform adoption of Sandbox content, and limiting ecosystem growth.
3. Proposed Solution
A standalone VoxBatch Exporter desktop app will be built to help creators convert Sandbox voxel assets into standard 3D formats at scale. The tool will be available as a cross-platform CLI and desktop GUI (using Electron or Tauri), offering both flexibility for technical users and ease of use for non-developers.
- Scans any folder containing
.vxm
,.vxr
,.vxa
, or.vox
files (including nested folders if needed), allowing batch processing of full asset libraries. - Batch-converts each asset into GLB format by default, with optional export to OBJ and FBX where rigging or animation support is required.
- Generates an optional
.unitypackage
, bundling the converted assets and metadata for instant import into Unity-based projects, useful for Voxel Games studios. - Outputs an HTML or JSON report summarizing polygon count, file sizes, and other relevant stats before and after conversion, supporting quality checks and optimization workflows.
Tech stack
The backend will be written in either Rust or Node.js. The Vengi voxel parser will handle .vxm and .vox input files, glTF-Transform will handle GLB export and texture compression (using KTX2/BasisU), and Meshoptimizer will provide optional mesh simplification to meet face-count limits for target engines.
Integration with Sandbox – The tool works entirely with local VoxEdit output files. It does not require any proprietary APIs, wallet authentication, or connection to The Sandbox’s backend. This ensures full compatibility without conflicting with the Sandbox core team’s roadmap. Users can drag and drop a folder into the GUI or run the CLI in their build scripts to automate export at scale.
4. Team Members:
Name | Role | Relevant Experience |
---|---|---|
Daniel Okpeta | Portfolio | Lead Gameplay Programmer |
Timilehin Olowu | ||
Web3 & Blockchain Developer | 4+ years building fintech, AI-powered, and blockchain-based web apps. Creator of developer tooling (e.g., methane-cli, esher). Specializes in secure, performant blockchain applications. | |
Akeem Adelanke X/Twitter | DevOnboarding & Community Lead | Expert in onboarding users and developers to blockchain platforms. Extensive experience coordinating crypto marketing, events, and fostering developer-creator collaborations. Core contributor at NEAR Creatives DAO (50k+ NFTs minted, $2.5M creative funding, established 70 DAOs across 25 countries). |
Ifeoluwa Afolabi | ||
GitHub | AI & Blockchain Engineer | Experienced in AI automation infrastructure, DeFi applications, and distributed blockchain systems. Developed AI-driven apps (Vault, Eclipse) with secure, blockchain-integrated solutions. |
5. Technical Details
- CLI Core
• Written in Rust or Node.js
• Parses.vxm/.vxr/.vxa/.vox
with Vengi
• Exports GLB (default), plus optional OBJ and FBX
• Uses glTF‑Transform for KTX2 texture compression
• Optional mesh simplification via Meshoptimizer - GUI Wrapper
• Electron or Tauri front‑end calling the same CLI
• Drag‑and‑drop folder, format toggles, progress bar - Unity Package Option
• Bundles exported GLBs into a.unitypackage
with prefab metadata for instant Unity import - Report Output
• Generatesexport_report.json
summarizing asset count, size, and conversion stats - Build & Distribution
• Single‑file installers for Windows, macOS (Intel & ARM), Linux
• No servers or APIs; entirely local, open‑source MIT license
6. Budget & Work Plan
Budget
Category | Amount USD | Justification |
---|---|---|
Core CLI development | 3 200 | Parser, batch converter, export report |
Unity package builder & demo | 3 000 | Auto‑generated .unitypackage , sample scene |
GUI (Electron/TAURI) | 1 300 | Cross‑platform drag‑and‑drop UX |
Design / Docs / QA | 1 500 | Tutorials, testing Win/Mac/Linux |
Contingency + 3‑mo support | 2 000 | Post‑launch bug fixes |
Total | 13 000 |
Milestones
- Milestone 1 - Week 1
- Deliverable: Command-line MVP that batch-converts voxel files to GLB, generates basic JSON report
- Budget released: $4,000
- Milestone 2 - Week 2
- Deliverable: Unity
.unitypackage
generator plus optional OBJ and FBX export support, including sample Unity scene - Budget released: $5,000
- Deliverable: Unity
- Milestone 3 Week 4
- Deliverable: Cross-platform GUI (Electron or Tauri), full documentation, video tutorial, multi-OS installers, and public GitHub release
- Budget released: $4,000
7. DAO Alignment & Impact Measurement
- Open‑source empowerment : MIT‑licensed tool lets any creator increase productivity and share improvements.
- Interoperability : Converts Sandbox NFTs to formats used in Unity, Unreal, WebGL, extending brand presence.
- KPIs : Goal: ≥ 50 unique creator downloads and ≥ 2 000 assets processed in first month; telemetry (opt‑in) will track asset counts and Unity‑package pulls.
- Attachments