Kiosk

path to kiosk

Ten years, one library.

2016 ── 2026

The path started at an art academy and continued on commercial production floors. Tight deadlines, tricky assets, the same gaps in every pipeline. The tools below grew out of that work - small scripts at first, then bigger ones, each solving part of what eventually became Kiosk.

pixlvisn media arts academy

2016

pixlvisn media arts academy

Graduated from pixlvisn media arts academy - a foundation in visual effects, 3D animation, and the craft of digital production.

pixlvisn.com ↗
3D Generalist - TomSporer GmbH

2017

3D Generalist - TomSporer GmbH

Joined TomSporer GmbH working on commercials for Nivea, Mercedes, Ferrero, and others. Real production deadlines. Real pipelines.

tomsporer.de ↗
Redshift Material Builder

2019

Redshift Material Builder

My first Python tool - built for Maya to speed up Redshift material creation. The first time I realized a script could save hours every week.

Watch the demo ↗
Universal Material Builder

2021

Universal Material Builder

A follow-up that went further. Material creation for both Houdini and Maya. Over 2,000 downloads to this day.

Watch the demo ↗
Asset Fabric

2022

Asset Fabric

A project-based asset management system with edit and master versions - built to organize assets and shots across a full production pipeline.

Watch the demo ↗
Candle

2023

Candle

An HDRI library for Maya and Houdini. Import custom HDR files and send them directly as environment lights into the current scene.

Watch the demo ↗
Kiosk 1.0

2024

Kiosk 1.0

All that knowledge came together. One library to take raw assets and turn them into a scrollable visual collection - with local file integration that common online libraries simply don't offer.

Watch the release ↗
Kiosk 2.0

2026

Kiosk 2.0

After two years, the version I always wanted to build. SQL database, 3D file viewer, export commands for every major DCC. Slim, not cluttered. Open it and understand it immediately.

Kiosk exists because deadlines keep getting tighter. More iterations, more platforms, more assets to juggle. Artists shouldn't have to fight their own library to find a texture or drop in an HDRI. The goal is to give artists back the time they lose hunting for files, so they can spend it on the work that actually matters.

Watch the release ↗

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