Artist Program
Bring Your Art
to IKANDY
If you make audio-reactive visuals (shaders, generative art, WebGPU experiments), IKANDY is built for you. Import your work in the app, make it react to music, and publish it to Steam Workshop under your own name, with your credit and link traveling with the scene.
What you get
A clear collaboration
Import your scene in IKANDY Pro and submit it to the Workshop yourself. Anyone who subscribes gets it inside IKANDY, reacting to their own music.
Publish under your Steam persona, your IKANDY handle, or your Shadertoy name. Your credit and chosen link ride inside the scene package and show on screen in every subscriber's app.
Importing and publishing never transfers ownership. You affirm you hold the rights each time you publish, and scenes shared under a use-only license are protected from republishing by others.
How it works
The model
Open the Visualizer Studio in IKANDY Pro and use the Import tab: paste your GLSL or WGSL, drop a Shadertoy export, build multipass (Common plus Buffers A to D), or link your Shadertoy account to bring in your own shaders with verified authorship. Make it react with the built-in reactivity tools, save it, and it is yours to perform.
When it is ready, submit it to Steam Workshop from inside the app. You pick the credit line (your Steam persona, your IKANDY handle, or your Shadertoy name), you affirm you hold the rights, and your artist name and link ship inside the scene package. Subscribers see your credit on screen while your art plays to their music.
What we're looking for
If it visualizes music, we want to see it
- 01GLSL fragment shaders: Shadertoy-style, single pass or full multipass. Imports today, straight into the app.
- 02WGSL shaders: WebGPU-native fragment work. Paste it in and the app compiles it.
- 03Your Shadertoy catalog: link your account once and import your own shaders with verified authorship attached.
- 04Three.js / generative / MilkDrop work: not importable in-app yet; these go through the featured program below.
Before you submit
Read the Scene Contract
Every IKANDY scene has to be genuinely audio-reactive: that is the one load-bearing rule, and it is checked automatically before anything ships. The Scene Contract is the technical reference: the audio surface your scene receives each frame (bands, smoothed bands, kick/beat events, FFT), the lifecycle hooks per category (fragment / canvas2d / Three.js / WebGPU compute), the color-space contract, who owns which GPU resources, and exactly how reactivity is verified.
You don't have to memorize it: the app's reactivity tools do most of the fitting for you. But if you want your scene to drop in clean, this is the spec it will be measured against.
Read the Scene Contract →How to publish
Through the app
No portal, no email, no waiting on review. Publishing is self-serve in IKANDY Pro:
- Open the Visualizer Studio and switch to the Import tab
- Paste or drop your shader, or link your Shadertoy account and import your own work
- Tune the audio reactivity and save it to My Scenes
- Pick Submit to Steam Workshop, choose your credit line, and affirm you hold the rights
- Accept Steam's Workshop terms once (Steam keeps new items hidden until you do)
Want to be featured in IKANDY itself? The curated program continues alongside the Workshop: selected work gets bundled with the app, with credit on the credits page and terms agreed in writing first.
✉ Pitch a Featured SpotPrefer to chat first? Find me on Discord. Featured pitches are reviewed personally, usually within a few days.
The terms, in plain words
Short, specific, and in writing
- Publishing through the app never transfers ownership to IKANDY. Your scenes stay yours.
- Each Workshop submission asks you to affirm that you own the work or have permission to publish it, including any included code, images, textures, or other third-party material. Workshop items are also governed by Steam's Workshop terms and the IKANDY license.
- Scenes you share can be marked use-only: others can play them but the app refuses to let anyone republish them as their own.
- For the featured program only: if we both approve inclusion in writing, you grant L&R Entertainment LLC a non-exclusive, worldwide, royalty-free license to reproduce, technically adapt where needed for compatibility, distribute, publicly display, and promote that work as part of IKANDY and its marketing.
- Featured work can be withdrawn: you can request that we stop using it in future releases, and we will work with you on removal. Copies already distributed may remain with users who downloaded them earlier.
The fine print
- Workshop publishing is self-serve; featured selection is at my discretion. Any future community-voting process will be announced separately.
- No money changes hands unless we agree otherwise in writing.
- Your attribution is preserved for as long as your work ships in IKANDY.
- Featured work can be removed on request; removal applies to future releases as described above.