Game media is the library of files that belong to one room — its intro video, themed soundtrack, hint clips, and solution images. The Media tab is where you upload and manage those files, and the rest of the game points at them: the audio defaults on the General tab, the hints on each objective, and the displays players see.

Open the Editor, choose your game, and go to the Media tab.

Game media vs. shared media

This library holds files for one game. Files you want available to every room — a logo sting, a standard alert sound, a brand background — live in the shared media library at System → Media. A game can pull files from either library, so keep room-specific files here and reusable files in the shared library to stay tidy.

Screenshot to capture The Editor Media tab for a game, showing a grid of the game's own uploaded audio, video, and image files.

The three media types

Both libraries hold the same three kinds of file:

  • Video — intro and outro videos, custom clips you play on a display, and video hints.
  • Audio — ambient background music, alert sounds, and audio hint clips.
  • Image — hint images, solution images, display backgrounds, and the image that represents a game.

Uploading

Add files to the game library with the Upload button, or drag and drop them onto the library. A drag-and-drop overlay confirms where files will land, and an upload progress view shows each file’s status as it finishes.

Screenshot to capture Files being dragged onto the game Media tab, with the drop overlay and the per-file upload progress shown.

How a game uses its media

Uploading a file is only the first step. Media becomes useful when the game points to it, in three places.

Audio defaults (General tab)

On the General tab, the Audio section sets the game’s intro video, outro video, ambient audio, and alert sound. Each field picks a file from this game library or the shared library. The intro and outro play on countdown displays at the start and end of the game; the ambient track plays per its chosen playback mode; the alert sound plays before text and image hints.

Screenshot to capture The General tab Audio section with Intro video, Outro video, Ambient audio, and Alert sound each pointing to a file from the game library.

Hints

Each objective can carry saved hints, and a hint can be Video, Audio, or Image (alongside Text, Text to Speech, and Verbal). For those three media hint types, you pick the file from this game library or the shared library when you build the hint. While a game runs, staff open the objective, choose the hint, and Send it to a display — that’s the moment the media reaches players.

Screenshot to capture The objective editor with a hint being created, the hint type set to Image, and a file picker open on the game media library.

Automations

The Play media automation action plays a file on a display when a trigger fires — a clip the moment the game starts, a sound effect when a puzzle is solved. You choose the file from the library and the display it plays on.

Defaults, hints, and actions work together

A game can use all three at once: the Audio section handles the intro, outro, ambient track, and alert sound automatically; hints let staff send media on demand; and Play media actions fire media from automations. They all draw from this game library and the shared library.

Where to go next

  • General settings — set the intro, outro, ambient, and alert defaults that point here.
  • Objectives — attach media hints and solution images.
  • Displays — the screens that show your media to players.
  • System → Media — the shared library available to every game.