# Overview

CreativeEditor SDK (CE.SDK) offers multiple ways to open the editor. Whether you’re starting with a blank canvas or importing complex layered files, CE.SDK gives you the building blocks to launch an editing session tailored to your users’ needs.

[Launch Web Demo](https://img.ly/showcases/cesdk)[

Get Started

](sveltekit/get-started/overview-e18f40/)

## Ways to Open the Editor[#](#ways-to-open-the-editor)

You can initialize CE.SDK in several ways depending on your content pipeline:

*   **Start with a Blank Canvas**  
    Useful for creating new content from scratch. Define canvas dimensions and scene mode manually or programmatically.
    
*   **Load a Scene**  
    Load a saved scene from JSON, archive, or blob to restore a previous editing session or template.
    
*   **Create from Media**  
    Initialize the editor with a preloaded image, video.
    
*   **Create from Template**  
    Kick off the editor with a predefined template, including placeholders and editing constraints.
    
*   **Import a Design**  
    Import external designs from InDesign or Photoshop by running them through an importer and edit the resulting scene or archive in the SDK.
    

## Using Low-Quality / High-Quality Assets[#](#using-low-quality--high-quality-assets)

To ensure responsive editing and high-quality exports, CE.SDK allows you to dynamically switch between asset resolutions:

*   **Edit with Low-Res Assets**  
    Load smaller versions of images or videos during the editing process to reduce memory usage and improve performance.
    
*   **Export with High-Res Assets**  
    Swap out low-res placeholders for full-quality assets just before exporting. This can be handled using the Scene or Block APIs by switching asset paths or making use of source sets for fills.
    

This pattern is commonly used in design systems that require high-resolution print or web output while maintaining editing performance.

## Working with Watermarked or Placeholder Media[#](#working-with-watermarked-or-placeholder-media)

CE.SDK supports licensing-based workflows where full-resolution assets are only available after purchase or user action:

*   **Use Watermarked or Preview Media on Load**  
    Start with branded, obfuscated, or watermarked assets to limit unauthorized use.
    
*   **Swap with Purchased Assets Post-Checkout**  
    Replace asset URIs within the same scene structure using a one-time update, ensuring consistency without disrupting layout or styling.
    

## Implementing a Custom URI Resolver[#](#implementing-a-custom-uri-resolver)

CE.SDK provides a `setURIResolver()` method to intercept and customize asset loading:

*   **Why Use a URI Resolver?**  
    Handle dynamic URL rewriting, token-based authentication, asset migration, CDN fallbacks, or redirect requests to internal APIs.
    
*   **How It Works**  
    The engine routes every asset URI through your custom resolver function. This function returns the final, resolved URI used for the current fetch operation.
    
*   **Recommended Use Cases**:
    
    *   Add auth headers or query params
    *   Redirect public assets to internal mirrors
    *   Handle signed URLs or token expiration

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[Source](https:/img.ly/docs/cesdk/sveltekit/open-the-editor/load-scene-478833)