Skip to main content
Creative workspace & platform

A workspace for developing creative work

Scripveil is a creative workspace and platform for developing and organizing creative projects. Whether you write, make films, build games or create visual art, everything that belongs to a project stays connected in one place.

Project
Example project

The Cartographer's Debt

Film · In development

CharacterLinked to 3 items

Vera Kess

ObservatoryScene 14Scene 22
Confirm observatory accessIn progress
Costume fitting for VeraTo do
What Scripveil is

A workspace for developing creative work — not a collection of disconnected tools.

Everything in Scripveil lives inside a project. A project gives your creative work the structure to be developed, organized, connected and collaborated on.

Developed

Creative work is developed inside the project, from the first idea onward.

Organized

Characters, locations, references and tasks each have a place.

Connected

Related information stays linked instead of being repeated.

Collaborated on

People join a project with a role, and the access the project gives them.

Four domains

Made for four kinds of creative work.

Scripveil supports Writing, Film, Game Development and Visual Arts. Each has its own material to develop, and each works the same way: inside a project.

Writing

Develop stories through manuscripts, characters, locations, timelines, narrative structure and related creative material.

Ch. 14 — Vera crossed to the observatory before dawn.

ManuscriptsCharactersTimelines

Film

Develop and manage film and episodic productions through story, script, characters, scenes, cast, crew, locations, departments and production workflows.

14 INT. OBSERVATORY — NIGHT

22 EXT. HARBOR STEPS — DAWN

ScenesCast & crewDepartments

Game Development

Develop games through design, mechanics, systems, characters, levels, narrative, assets, production and development workflows.

Mechanic→Level→Asset
MechanicsLevelsAssets

Visual Arts

Create and develop visual works through drawing, illustration, design, composition, characters, environments, references and visual assets.

An illustrator's hand inking a character drawing by hand on paper, with reference sketches and paint nearby
IllustrationCompositionReferences
How projects work

Everything begins with a project.

A project is where creative work is kept and developed. It holds the work itself, the information around it, and the people involved.

1

Project

The central container for a piece of creative work.

2

Foundation

Set the project's domain and purpose, and the material it builds on.

3

Creative Work

The writing, scenes, designs, systems or artwork you make.

4

Organization

Characters, locations, references and tasks, kept in order.

5

Collaboration

Bring in people with the roles and access they need.

6

Development

Move the project forward, from early idea to finished work.

A project in Scripveil

See what a project looks like.

Here is an example project. Its name, people and details are fictional, but the pieces are the ones every project is built from.

Project / The Cartographer's Debt
Illustrative example
Project

The Cartographer's Debt

Domain: FilmStatus: In development

Team

  • Maya Ortiz

    Writer

  • Priya Nair

    Costume Designer

  • Sam Holloway

    Casting Director

  • Lena Fischer

    Producer

Project information

Characters

Vera KessTomas Reyes

Locations

ObservatoryHarbor Steps

Scenes

  • Scene 14 · Observatory, night
  • Scene 22 · Harbor Steps, dawn
Work

Tasks

  • Confirm observatory accessIn progress
  • Costume fitting for VeraTo do
  • Cast Tomas ReyesTo do

Milestones

  • First script draftDone
  • Location reviewUpcoming
  • Casting decisionUpcoming
ConnectedVera Kess→Observatory→Scene 14→Confirm observatory access

Illustrative example. The project, people and details shown are fictional.

One system, four practices

One connected project. Four ways of creating.

Every Scripveil project shares the same foundation: its information, people, tasks and history stay connected. What sits on top is shaped by the work. A writer works from a manuscript and a story bible, a production from a breakdown, a game team from specifications and builds, an artist from a development board.

Illustrative example

Writing: Manuscript and story bible.

The Cartographer's Debt · Chapter 14

Vera1 climbed the last flight to the observatory2 before the light went. The coast had moved again, exactly as Tomas3 had warned, and not one of the maps on the table was any use.

  1. 1 · Character

    Vera Kess

    Point of view. Arc: apprentice becoming a reluctant witness.

  2. 2 · Location

    The Observatory

    Also Chapters 3 and 19. Tower above the harbor.

  3. 3 · Character

    Tomas Reyes

    His warning from Chapter 9 comes true here.

  4. 4 · Timeline

    Autumn fair, Year 812

    Chapter 22 dates Vera's arrival after it.

See Writing in depth
Miniatures, drawn for this page, of how each domain works in Scripveil. The projects and people are fictional, and these are not screenshots of the application.
Role-based collaboration

One project. Different roles, different access.

Collaborators join a project with a professional role, such as writer or producer. What each of them can open is decided by the project, not by the role name alone.

Choose a collaboratorExample
Character

Vera Kess

Project role
Writer
Access
Story and character material
  • Voice & dialogueClipped, avoids first names
  • Story arcFrom distrust to conviction
  • TemperamentGuarded, warm underneath
  • Eye colorNot shared with this person
  • WardrobeNot shared with this person
  • Age rangeNot shared with this person
  • ScheduleNot shared with this person
  • LocationsNot shared with this person

A role describes the work someone does on the project. Access is what the project lets them open.

Across domains

Creative disciplines overlap. Projects can too.

These aren't extra domains. They're examples of how the four domains can meet inside a project.

Writing+Visual Arts

Illustrated stories

The characters and settings written in a story can carry into the visual work that depicts them.

Character→Illustration
Writing+Film

Stories for screen

A story's scenes, characters and locations can carry into script and production planning.

Ch. 14 → Scene 14
Writing+Game Development

Interactive narrative

Story material, characters and locations can inform a game's narrative and levels.

Story beat→Level
Visual Arts+Game Development

Art for games

Characters, environments and references can inform a game's visual assets.

Concept art→Game asset
Contextual intelligence

Support for your work, not a replacement for it.

Scripveil supports the creator's work and project context rather than replacing the creator's creative decisions. The ideas, the choices and the finished work stay yours.

Learn about Scripveil AI

Project context

Assistance draws on what is already in your project: its characters, locations, notes and references.

Entity understanding

Characters, places and other project items are understood as connected parts of the project, not loose text.

Continuity

Helps you keep track of how details in a project relate, so mismatches are easier to notice.

One project

One character, four visual languages.

Written in a manuscript, broken down for a shoot, specified for a game and drawn on a design sheet. One project holds all four.

Planned · preview

Coming to Scripveil: rename a character once and every domain follows. This preview runs only in your browser; nothing you type is saved or sent.

Skip past this example
  1. 01 · Writing

    A character on the page

    In the manuscript she is a point of view, with the story bible keeping her history in the margin.

    The Cartographer's DebtChapter 14

    Vera climbed the last flight to the observatory before the light went. The coast had moved again, and not one of the maps on the table was any use.

    1 · Character

    Vera Kess

    Point of view. Apprentice becoming a reluctant witness.

  2. 02 · Film

    A part in the breakdown

    On the production she is a cast number, a wardrobe plot and a shoot day, tagged by department.

    22 · EXT. HARBOR STEPS · DAWN

    Cast

    1 · Vera Kess

    Wardrobe

    Vera: ochre coat, wet

    Makeup and hair

    Wet hair, cold skin tone

    Camera

    Handheld, 35mm

    Vera and Tomas reach the harbor as the tide turns.

  3. 03 · Game Development

    A role in the design

    In the game she is a playable guide with states, triggers and the levels she appears in.

    Character · Playable guide

    Vera Kess

    1. Wary
    2. Guide
    3. Trusted
    Trigger
    The player keeps the lantern lit
    Appears in
    The Observatory, the Harbor Steps
  4. 04 · Visual Arts

    A figure on the sheet

    On the design sheet she is a turnaround, a palette and the notes the artist works from.

    Character design · Sheet VD-03

    Vera Kess

    She dresses for weather, not for anyone: nothing decorative except the brass.

Illustrative example. The project and its people are fictional, and these are drawings for this page, not screenshots of the application.

After the example
Start a project

Bring your next creative project to Scripveil.

Develop your work in one connected project, with its information, its people and its progress together.