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!
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@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 sorry about that, @busmark_w_nika! 🙏 We had a temporary issue on our side, but it’s been fixed now. Could you please try again? It should be working normally.
That was one of the most critical considerations for us when building ABrush. Our solution was built inside AB Games, a real game development studio, where we had to make sure of this exact thing.
We dedicated a great deal of time and effort to ensuring that ABrush only works to speed up production without taking any of the creative direction away from the artist one bit.
You have a wide range of tools at your disposal for different tasks and levels of control. There is an Edit mode for modifying an image via prompts, where you can also draw a sketch or specify a target area, as well as classic Img2Img, which offers extensive control over the degree of change and supports custom-trained LoRA styles, ControlNet, and more.
The whole system is designed around keeping the creativity and final say with the artist, while using AI to remove repetitive production work and speed up the parts that don’t need to take up the artist’s time.
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?
ABrush is very much designed to fit into and support the creative process you already have, rather than replace it.
Because it works directly inside Photoshop, the idea is to help artists speed up specific parts of production while still maintaining full creative control and consistent AI output quality. For example, you can use Edit or Img2Img to iterate on existing work, ControlNet and IP-Adapter for more precise control, and your own models, LoRAs and styles to keep outputs aligned with the look you’re already working toward.
So rather than becoming a separate studio you have to adapt to, ABrush is meant to become another part of the workflow you already use.
Report
Where is the distinction between speeding up the work process and infringing on the space of creative decision-making made? At what point does the tool deliberately leave off and give way to the artist? Congratulations @ivanna_pogrebniak@dennis_beytekin1 & team @ABrush 🎊.
@aymi_malik This question is philosophical rather than technical. But I'll try to share my personal position on the matter. When photography first emerged, it sparked a major debate in the art world: would artists still be needed at all? AI is a tool, whether it contributes to the creation of art or just produces another piece of "AI slop" depends on the artist. Just as a bad artist might make a wretched copy of someone else's painting, one with no artistic value whatsoever, a skilled artist can take those same paints and create a masterpiece.
As for me, art is primarily about the idea - the concept that resonates with people. Without an underlying idea, art (or AI art) is hollow - it's just another image people glance at and immediately forget. But if an image leaves a lasting impression, provokes thought, and strikes a chord, then the method of its creation doesn't matter - the art has done its job.
As for where the tool leaves off - it never makes the decision for you. The tool speeds up execution, but the choice of what's worth making, and whether the result actually says something, always stays with the artist. If you're using photobash techniques, it'll be mostly the same - you draw something, render on top, so the light and textures match. When you have an idea in mind it'll never be one button generation - it'll be a hand drawn sketch, tons of generations, where you pick moments that fit your idea, and a lot of polishing and work. It's just faster, and you skip the boring steps.
After all, if a banana taped to a wall or an inverted urinal can be considered art, why is an image made with modern technology met with such strong rejection?
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!
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 🙌
minimalist phone: reduce your screentime
Any idea why I cannot reach the website?
ABrush
So sorry about that, @busmark_w_nika! 🙏 We had a temporary issue on our side, but it’s been fixed now. Could you please try again? It should be working normally.
minimalist phone: reduce your screentime
@ivanna_pogrebniak It works :)
how much control do artists have over the final output when using the AI workflows?
ABrush
Thank you so much for the question, @yanina_bondar! 🙌😊
That was one of the most critical considerations for us when building ABrush. Our solution was built inside AB Games, a real game development studio, where we had to make sure of this exact thing.
We dedicated a great deal of time and effort to ensuring that ABrush only works to speed up production without taking any of the creative direction away from the artist one bit.
You have a wide range of tools at your disposal for different tasks and levels of control. There is an Edit mode for modifying an image via prompts, where you can also draw a sketch or specify a target area, as well as classic Img2Img, which offers extensive control over the degree of change and supports custom-trained LoRA styles, ControlNet, and more.
The whole system is designed around keeping the creativity and final say with the artist, while using AI to remove repetitive production work and speed up the parts that don’t need to take up the artist’s time.
Can ABrush fit into an existing workflow with tools artists already use or is it mainly designed to be used as a complete studio?
ABrush
Thanks for the question, @yahya_rogers🙏✨
ABrush is very much designed to fit into and support the creative process you already have, rather than replace it.
Because it works directly inside Photoshop, the idea is to help artists speed up specific parts of production while still maintaining full creative control and consistent AI output quality. For example, you can use Edit or Img2Img to iterate on existing work, ControlNet and IP-Adapter for more precise control, and your own models, LoRAs and styles to keep outputs aligned with the look you’re already working toward.
So rather than becoming a separate studio you have to adapt to, ABrush is meant to become another part of the workflow you already use.
Where is the distinction between speeding up the work process and infringing on the space of creative decision-making made? At what point does the tool deliberately leave off and give way to the artist?
Congratulations @ivanna_pogrebniak @dennis_beytekin1 & team @ABrush 🎊.
ABrush
@aymi_malik This question is philosophical rather than technical. But I'll try to share my personal position on the matter. When photography first emerged, it sparked a major debate in the art world: would artists still be needed at all? AI is a tool, whether it contributes to the creation of art or just produces another piece of "AI slop" depends on the artist. Just as a bad artist might make a wretched copy of someone else's painting, one with no artistic value whatsoever, a skilled artist can take those same paints and create a masterpiece.
As for me, art is primarily about the idea - the concept that resonates with people. Without an underlying idea, art (or AI art) is hollow - it's just another image people glance at and immediately forget. But if an image leaves a lasting impression, provokes thought, and strikes a chord, then the method of its creation doesn't matter - the art has done its job.
As for where the tool leaves off - it never makes the decision for you. The tool speeds up execution, but the choice of what's worth making, and whether the result actually says something, always stays with the artist. If you're using photobash techniques, it'll be mostly the same - you draw something, render on top, so the light and textures match. When you have an idea in mind it'll never be one button generation - it'll be a hand drawn sketch, tons of generations, where you pick moments that fit your idea, and a lot of polishing and work. It's just faster, and you skip the boring steps.
After all, if a banana taped to a wall or an inverted urinal can be considered art, why is an image made with modern technology met with such strong rejection?
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 🫶✨
SoWork
Been tracking this since the early days. Amazing product - excited to keep using it 🙌🏽
ABrush
Thank you so much @vishyvish! We're very excited to add new features, customizations, and more in the following weeks.