ABrush brings leading AI models and production-ready advanced AI workflows into the environment where artists already work. We use AI to remove repetitive production work, accelerate iteration, and give artists more time for creative decisions, while keeping the artist in control of the final result. AI speeds up the process and cuts the cost of routine. Created by artists, for artists.
Hi Product Hunt! I’m Ivanna Pogrebniak, CEO of ABrush.
Why we built ABrush
We are AB Games, the team behind Hidden City, the 5th title globally in the HOPA genre with more than 90 million players worldwide.
When AI first entered game development, we immediately began looking for ways to best utilize and customize its abilities to improve our industry’s creative processes.
The question for us was always: “How can we reduce the distance between an AI-generated image and production-ready artwork while keeping full creative control in the artists’ hands?”
We built the answer in the form of ABrush. And after three years of internal use across our own production teams, we're very excited to bring it to Product Hunt!
What makes ABrush different
ABrush brings 23+ leading AI models directly into Photoshop, so artists can access AI without constantly exporting, switching, downloading, and importing. But being inside Photoshop is only part of it.
It is a creative suite that turns often unpredictable AI generation into a much more controlled and repeatable process. Your style, process, and action sequences can be encoded into reusable workflows.
And this extends across teams. Styles, settings, workflows, and generation libraries can be shared, so a studio can build up its own creative system rather than having every artist start from scratch.
Throughout all of this, the artist stays in control. We want AI to speed up the difficult and repetitive parts of production, while giving artists more ways to direct the result, not decide what the artwork should look like for them.
That combination is what we built ABrush around: AI inside the environment artists already use, higher control from generation to final image, and tools that make those processes repeatable across an entire team.
I’ll be here with the team today, so give it a try and let us know what you think!
Report
@ivanna_pogrebniak looks perfect for speeding up routine asset creation without completely losing our studio's specific art style. such a good one i find today...huge congratulations to the whole team🙌
So, my question is mostly related to 3D models: How does it work?
We’re always trying different tools for this, but they aren’t as satisfying as we’d like.
What kind of topology does your tool generate - triangulated? Is it usable for the next stage of rigging? Are there UV maps for texturing customizations?
Are the models mainly designed for game production? We’re working on animated film production, so I’d love to understand how well they could fit into that workflow.
I’d like to know more and, of course, give it a try!
Thanks so much, @adana, these are great questions and it’s wonderful to meet someone in the same field!
At the moment, ABrush unfortunately doesn’t generate 3D models, so we don’t currently produce topology, UV maps, riggable meshes, etc. Our focus is more on the 2D side inside Photoshop.
That said, ABrush could still potentially fit into the earlier stages of a 3D/animation workflow for generating concepts, character designs and sheets, variations, and visual references.
So for animated film production, I’d see ABrush as a concept and pre-production tool at most rather than a dedicated 3D studio.
I know it probably wasn’t the answer you were hoping for but we would love for you to give it a try and hear how it fits into your workflow!
how much control do artists have over the final output when using the AI workflows?
Report
Can ABrush fit into an existing workflow with tools artists already use or is it mainly designed to be used as a complete studio?
Report
Having different AI models and workflows in the same creative environment sounds really useful. It could save artisti a lot of back and forth between tools.
That's one of the key aspects we wanted to add to our solution. Different AI models excel at different things, and it's very difficult for artists to juggle 4-5 different ones, importing, exporting, etc., while maintaining quality.
That's why we believe the value comes from bringing the models into the actual environment the artist is already working in.
Report
I like the focus on keeping the artist in control. AI is much more helpful when it supports the creative process instead of taking it over.
100% Agree, keeping the artist in control was one of the most critical things for us when building ABrush. AI should bolster the creative process, not take it over.
ABrush
Hi Product Hunt! I’m Ivanna Pogrebniak, CEO of ABrush.
Why we built ABrush
We are AB Games, the team behind Hidden City, the 5th title globally in the HOPA genre with more than 90 million players worldwide.
When AI first entered game development, we immediately began looking for ways to best utilize and customize its abilities to improve our industry’s creative processes.
The question for us was always: “How can we reduce the distance between an AI-generated image and production-ready artwork while keeping full creative control in the artists’ hands?”
We built the answer in the form of ABrush. And after three years of internal use across our own production teams, we're very excited to bring it to Product Hunt!
What makes ABrush different
ABrush brings 23+ leading AI models directly into Photoshop, so artists can access AI without constantly exporting, switching, downloading, and importing. But being inside Photoshop is only part of it.
It is a creative suite that turns often unpredictable AI generation into a much more controlled and repeatable process. Your style, process, and action sequences can be encoded into reusable workflows.
And this extends across teams. Styles, settings, workflows, and generation libraries can be shared, so a studio can build up its own creative system rather than having every artist start from scratch.
Throughout all of this, the artist stays in control. We want AI to speed up the difficult and repetitive parts of production, while giving artists more ways to direct the result, not decide what the artwork should look like for them.
That combination is what we built ABrush around: AI inside the environment artists already use, higher control from generation to final image, and tools that make those processes repeatable across an entire team.
I’ll be here with the team today, so give it a try and let us know what you think!
@ivanna_pogrebniak looks perfect for speeding up routine asset creation without completely losing our studio's specific art style. such a good one i find today...huge congratulations to the whole team🙌
ABrush
Thank you so much @vikramp7470! It’s wonderful to hear that from a professional in the field. Really appreciate the support 🙌
RunEvr
@ivanna_pogrebniak Oh! Congrats on the launch!
This is exactly in the field we’re working in =)
So, my question is mostly related to 3D models: How does it work?
We’re always trying different tools for this, but they aren’t as satisfying as we’d like.
What kind of topology does your tool generate - triangulated? Is it usable for the next stage of rigging? Are there UV maps for texturing customizations?
Are the models mainly designed for game production? We’re working on animated film production, so I’d love to understand how well they could fit into that workflow.
I’d like to know more and, of course, give it a try!
P.S. sorry for such many questions =)
ABrush
Thanks so much, @adana, these are great questions and it’s wonderful to meet someone in the same field!
At the moment, ABrush unfortunately doesn’t generate 3D models, so we don’t currently produce topology, UV maps, riggable meshes, etc. Our focus is more on the 2D side inside Photoshop.
That said, ABrush could still potentially fit into the earlier stages of a 3D/animation workflow for generating concepts, character designs and sheets, variations, and visual references.
So for animated film production, I’d see ABrush as a concept and pre-production tool at most rather than a dedicated 3D studio.
I know it probably wasn’t the answer you were hoping for but we would love for you to give it a try and hear how it fits into your workflow!
RunEvr
@ivanna_pogrebniak That’s exactly an answer I’d love to hear - what can ABrush be used for in our case =)
Going to check it out !
Good luck, guys <3
ABrush
Thank you so much, @adana 🫶✨
how much control do artists have over the final output when using the AI workflows?
Can ABrush fit into an existing workflow with tools artists already use or is it mainly designed to be used as a complete studio?
Having different AI models and workflows in the same creative environment sounds really useful. It could save artisti a lot of back and forth between tools.
ABrush
Hi @tumblar_kevin, thank you so much for your comment!
That's one of the key aspects we wanted to add to our solution. Different AI models excel at different things, and it's very difficult for artists to juggle 4-5 different ones, importing, exporting, etc., while maintaining quality.
That's why we believe the value comes from bringing the models into the actual environment the artist is already working in.
I like the focus on keeping the artist in control. AI is much more helpful when it supports the creative process instead of taking it over.
ABrush
Hi @veronica_ivy, thank you for your comment!
100% Agree, keeping the artist in control was one of the most critical things for us when building ABrush. AI should bolster the creative process, not take it over.