MCP: Python Tools for Turning AI Prompts into Game Assets
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mcp-game-asset-forge is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by Rijalmoneyfinder. MCP: Python Tools for Turning AI Prompts into Game Assets. It has 58 GitHub stars.
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Clone the repository with "git clone https://github.com/Rijalmoneyfinder/mcp-game-asset-forge" and add it to your Claude Code skills directory (see the Installation section above).
mcp-game-asset-forge is primarily written in HTML. It is open-source under Rijalmoneyfinder on GitHub, so you can review or fork the full source.
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MCP server that exposes game-asset generation to AI agents: characters with animation sets, weapons bound to hand bones, seamless textures, terrain and map layouts, VFX, HUD kits, and playable game kits assembled from modular capabilities. It's built for developers driving Claude Code, Cursor, Windsurf, VS Code, or any other MCP client who want assets landing in their repo rather than a chat window. Python, with tools covering the full pipeline from prompt or concept image through rigging, engine-specific snippets for Unity, Godot, Unreal and Three.js, and a searchable asset Library.
| Capability | What you get |
|---|---|
| Animated characters | Prompt in, rigged T-pose character out — with an idle/run/attack clip set and an engine-ready skeleton. |
| Weapons attached | The server locates the hand bone, scales the prop to the rig, closes the fist around the grip, and returns a bone-local bind plus Three.js, Unity and Godot snippets. Optional attached.glb export for mitten-hand rigs. |
| Seamless textures | Tileable material sets from a prompt or your own image, prepared with a seamless blend and a faithful upscale — no invented detail. |
| Terrain & maps | Playable room graphs, top-down layouts with spawns, sites and lanes, plus greybox reconstruction from reference material. |
| VFX & HUD | Animated effects with editable specifications, and themed HUD/health-bar kits exported for your engine. |
| Playable game kits | Modular gameplay kits assembled into a project with dependency resolution and a lockfile, delivered into Godot, Unity or Unreal, and playable from a browser URL. |
| Everything in one Library | Generated assets land in a searchable locker, taggable by look, that both you and the agent can pull from. |
// Request shape (paths or Library ids)
{
"character_id": "lib_...",
"prop_id": "lib_...",
"style": "melee", // melee | gun | shield | staff
"export_glb": true // writes attached.glb into out_dir
}
Second held items are supported for off-hand props, and an existing armed bind can be reused as the character for the next attachment.
Game FPS, frame timing, CPU/render submission and optional GPU/network latency can be analyzed from an explicitly shared capture or a pasted report — findings are separated from recommendations, and no measurement is ever invented.
out_dir, defaulting to a per-tool folder such as ./gripforge-hud or ./gripforge-library).Every MCP client expects the same triple; consult your client's docs for where the file lives.
{
"mcpServers": {
"gripforge": {
"command": "python",
"args": ["-m", "mcp_server"],
"env": { "GRIPFORGE_API_KEY": "gf_..." }
}
}
}
Remote-capable clients can skip the local process and point at the hosted endpoint with an x-api-key header instead.
| Engine | Receives | Notes |
|---|---|---|
| Godot | .tscn, .gd, resource files |
Headless verification available when GODOT_BIN is set |
| Unity | bind JSON, C# snippets | Textures and meshes preserved on export |
| Unreal | bind JSON, snippets | Delivery bundles per project |
| Three.js | JS modules, snippets | Browser-native play URLs for game kits |
| Variable | Required | Purpose |
|---|---|---|
GRIPFORGE_API_KEY |
Yes | Authenticates every tool call against the API |
GRIPFORGE_API_URL |
No | Overrides the API base URL |
GODOT_BIN |
No | Enables headless Godot verification during local delivery |
gripforge_render returns previews so the agent can see results without a browser.Configuration is driven entirely by the MCP client's server definition. The server reads its credentials and endpoints from environment variables; everything else is per-request.
| Variable | Required | Default | Purpose |
|---|---|---|---|
GRIPFORGE_API_KEY |
yes | — | Authenticates requests against the API. Used for hosted auth and for the local client. |
GRIPFORGE_API_URL |
no | https://gripforge.ai |
Base URL of the API. Override to target a staging or self-hosted deployment. |
GRIPFORGE_OUT_DIR |
no | ./gripforge-output |
Directory where tools that write files (attached GLBs, HUD kits, capes, pulled assets) place their output. Relative paths resolve from the process working directory. |
GRIPFORGE_LOG_LEVEL |
no | info |
Verbosity of client logging (debug, info, warn, error). |
Keys are read once at startup. Restart the MCP server after changing them.
Any MCP-capable client accepts the same command / args / env triple. Provide the API key through env rather than hardcoding it in a shared config file when possible.
{
"mcpServers": {
"gripforge": {
"command": "python",
"args": ["-m", "mcp"],
"env": {
"GRIPFORGE_API_KEY": "gf_...",
"GRIPFORGE_API_URL": "https://gripforge.ai",
"GRIPFORGE_OUT_DIR": "./gripforge-output"
}
}
}
}
For remote-capable clients, point at the hosted endpoint instead and send the key as a header:
{
"mcpServers": {
"gripforge": {
"url": "https://gripforge.ai/mcp",
"headers": { "x-api-key": "gf_..." }
}
}
}
gripforge_attach with export_glb, gripforge_hud, gripforge_hud_bar, gripforge_cape, gripforge_library_list/pull, gripforge_shader_pull, gripforge_gamekit_deliver_local) write under GRIPFORGE_OUT_DIR unless the tool call passes an explicit out_dir.out_dir always wins over the environment variable.Most tools accept the same value from several places. Settings resolve in this order, first match winning:
out_dir, style, polycount).GRIPFORGE_OUT_DIR).GRIPFORGE_API_URL without a scheme is rejected; include https:// or http://.GRIPFORGE_API_URL and GRIPFORGE_OUT_DIR; it always operates against the production API and never writes to your filesystem.GRIPFORGE_API_KEY fails the first authenticated call with a clear error rather than at startup, so client health checks can still pass.debug level; only the last four characters of the key appear in diagnostic output.The server is a thin Python MCP layer in front of the asset API. Your client sends a tool call, the server validates the arguments, forwards the job, and hands the result back into the