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!
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!
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!
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 =)