FigmaCraft: From a Design Tool to a 3D Game
Published on · Joaquín Dati
Figma is the tool most designers use to create interfaces: buttons, screens, icons. It’s flat, 2D. So what does it have to do with a 3D game? More than it seems. FigmaCraft starts from that question: what if we used what we design in Figma as the building blocks of a world you can walk through?
The idea
A Figma design isn’t just a drawing: it’s an organized set of shapes, colors, layers and measurements. Code can read that information. And if it can be read, it can be transformed. A rectangle can become a wall; a circle, a column; a higher layer, an upper floor. The flat design becomes the blueprint of a world.
Why it’s interesting
- Designers already know Figma. They can build levels, scenes or mockups with a tool they’re familiar with, without learning a game engine.
- The look is preserved. The original design’s colors and proportions carry over to the 3D world, so the result keeps the brand identity.
- You explore it in the browser. With technologies like Three.js, that world can be explored directly on a web page, with nothing to install.
What it could be used for
Beyond games, the idea opens doors: presenting an interior design project as a space you can walk through, turning a brand’s identity into a small interactive world for a campaign, or teaching design in a more playful way.
The spirit of the project
FigmaCraft is, above all, an experiment in how disciplines intersect. Design, programming and game tools seem like separate worlds, but when they’re combined, new things appear. Many of the most original ideas don’t come from mastering a single tool, but from connecting two that nobody thought to put together.