A skill tree builder made for game balance.

Design classes, map prerequisites, tune skill costs, and simulate real build paths before players ever see the tree.

Open the Skill Tree Builder

Go beyond drawing the graph

The PLAYTEX AI Skill Tree Builder combines visual authoring with deterministic progression checks. Create multiple character classes, set point costs and maximum ranks, connect prerequisite rules, and control the level at which each skill unlocks.

Author the complete progression system

Start with radial, branching, constellation, or hybrid templates. Rename every class and skill, drag nodes into place, connect prerequisites, and set the required prerequisite rank for each path.

Validate every reachable build path

The balance checker flags circular dependencies, unreachable skills, unlock levels that run backward, sudden point-budget spikes, long unlock droughts, and duplicate skill names. Every warning identifies the affected skills without hiding the rules behind an AI score.

Simulate a real player build

Choose a player level, spend the class point budget, and test a build directly on the tree. The simulator enforces unlock levels, prerequisite ranks, maximum ranks, and available points before a skill can be purchased.

Skill tree templates for different game structures

  • Radial trees for a central class identity with equal branches.
  • Branching trees for clear tiers and readable specialization.
  • Constellation trees for exploratory, cross-linked builds.
  • Hybrid trees for a progression backbone with optional side grades.

Export JSON, SVG, or PNG

Structured JSON preserves classes, nodes, positions, costs, levels, maximum ranks, and prerequisite edges for game-side integration or continued editing. SVG provides a scalable design-document asset, while PNG creates a high-resolution review image.

Skill tree builder questions, answered

Can I create multiple character classes?

Yes. Every project can contain multiple classes, each with its own color, skills, prerequisite graph, point budget, unlock curve, and balance report.

How does build-path testing work?

Choose a player level and spend points directly on the graph. The simulator enforces unlock levels, prerequisite ranks, maximum ranks, and the class point budget.

What does the balance checker flag?

It detects circular dependencies, unreachable skills, backward unlock levels, cost spikes, unlock droughts, and duplicate skill names.

Can I export the tree into my game?

Yes. Export structured JSON for game-side integration, SVG for scalable documentation, and PNG for presentations or design reviews.