GameForge MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| COMFYUI_URL | No | The URL of the ComfyUI server (e.g. http://127.0.0.1:8188) | |
| BLENDER_HOST | No | The hostname of the Blender MCP socket server (e.g. 127.0.0.1) | |
| BLENDER_PORT | No | The port of the Blender MCP socket server (e.g. 9876) |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| gameforge_init_projectB | Initialize or update a deterministic game project in the SQLite Style Vault using studio camera math presets (Ragnarok 2.5D, Tree of Savior Ortho 3D, Diablo 2:1 Dimetric, Tactics 35.264° Iso, HD-2D, Dead Cells 3D-to-2D, or 2D Platformer). Creates standard asset directories and gameforge.project.json. |
| gameforge_lock_style_bibleB | Lock the visual Style Bible for a project: computes hue-shifted 5-step shadow-to-highlight color ramps, outline thickness, shading model, open-source checkpoint/LoRA names, and safe ControlNet + IP-Adapter + Denoise bounds so AI passes never drift. |
| gameforge_register_characterB | Register a playable hero, NPC, mob, mount, or boss in the Project Vault. Computes exact foreshortened orthographic pixel height from physical meter scale ( |
| gameforge_compute_paperdoll_zorderB | Solve 2.5D multi-angle modular equipment layering (Ragnarok Online / Diablo Paper-Doll system). Outputs exact per-angle Z-index draw priority for Body, Head, Hair, Top/Mid Headgear, Right Weapon, Left Shield, and Back Wings/Cape across 8 or 16 directions, and writes paperdoll_zmatrix.json. |
| gameforge_define_combat_framedataC | Define deterministic animation & action-combat frame data (FPS, total frames, startup/active/recovery windows, hitstop freeze-frames in ms, and normalized AABB hitboxes) for crisp platformer or ARPG combat. |
| gameforge_introspect_comfyuiA | Probe a live ComfyUI |
| gameforge_generate_turnaround_workflowB | Build (and optionally dispatch to ComfyUI) a self-adapting 4-View Orthographic Character Turnaround workflow supporting both split |
| gameforge_generate_consistent_sprites_workflowC | Build (and optionally execute frame-by-frame or batch on ComfyUI) a self-adapting Sprite Consistency workflow combining Blender's Depth + Lineart orthographic passes + Turnaround IP-Adapter + clamped Denoise + dynamic Alpha Matting (zero VHS node lock-in!). |
| gameforge_generate_lora_dataset_planC | Generate an open-source FluxGym / Kohya_ss character or world-style Micro-LoRA training configuration (.toml) and auto-captioned dataset manifest. |
| gameforge_generate_3d_from_sheetC | Generate a self-hosted 100% open-source Image-to-3D pipeline script & job spec (supporting TRELLIS.2 MIT, Hunyuan3D 2.1, and TripoSR MIT low-VRAM fallback) to convert a locked 2D turnaround sheet into a clean manifold .glb mesh. |
| gameforge_blender_rig_and_socketsB | Generate (and optionally run in Blender 4.x) a complete 19-Bone Game Humanoid Rig + Paper-Doll Socket + Animation Builder ( |
| gameforge_blender_ortho_turntable_bakeB | Generate (and optionally run in Blender 4.x) the 8/16-Direction Orthographic Multi-Pass Baker ( |
| gameforge_synthesize_procedural_framesB | Instantly synthesize physically shaded 8/16-direction animated 2.5D character PNG frames + true Camera-Space Tangent Normal Maps ( |
| gameforge_compile_sprite_atlasB | Decode loose PNG frames natively in Node.js (zero external CLI required!), strip semi-transparent AI alpha halos, optionally quantize colors in perceptual CIE Lab* space to the Project Style Bible |
| gameforge_libresprite_cleanup_scriptB | Generate (and optionally run via LibreSprite / Aseprite CLI) a Lua batch script for custom artist touch-ups, |
| gameforge_generate_tileset_specB | Generate deterministic 2D / 2.5D environment tilesets: computes canonical 47-tile Blob or 16-tile Wang bitmask coordinates, renders a real pixel-exact |
| gameforge_export_godot_packageB | Export a 100% ready-to-play Godot 4.x character package with ZERO empty placeholders: pre-slices every |
| gameforge_export_unity_packageC | Export a zero-manual-drag Unity C# package: |
| gameforge_export_unreal_packageB | Export a complete Unreal Engine 5 Python ( |
| gameforge_audit_asset_consistencyC | Run the ruthless 10-Point Pixel-Verified Technical Art QA Gate: inspects Vault trigonometry, Style Bible denoise bounds, |
| gameforge_discover_ecosystemA | Live probe of your local & LAN open-source game development ecosystem (BlenderMCP socket, Blender CLI, ComfyUI, TRELLIS/Hunyuan3D/UniRig, Godot 4, LibreSprite/Aseprite, Ollama). |
| gameforge_query_codexC | Query the embedded GameForge Technical Art & Engine Studio Codex. |
| gameforge_generate_interactive_previewB | Compile a standalone, zero-dependency HTML5 2.5D Studio Inspector ( |
| gameforge_build_complete_character_sliceC | One-Command End-to-End Studio Compiler: runs the entire 12-stage GameForge pipeline (Project Lock -> Style Bible + |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
| build-25d-hero-pipeline | End-to-end 100% open-source pipeline to create a consistent 2.5D character (Ragnarok, Tree of Savior, or Diablo style) in one shot via gameforge_build_complete_character_slice or step-by-step across Blender, ComfyUI, Native PNG Stitcher, Godot/Unity/Unreal, and Interactive 2.5D Torchlight Studio. |
| build-2d-platformer-kit | End-to-end 2D Platformer / Dead Cells 3D-to-2D normal-lit character + 47-tile Blob auto-tile world setup. |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| GameForge 7 Studio Camera & Genre Presets | Exact trigonometric camera pitch, tile diamond ratios, and recommended open-source models. |
| Active GameForge Vault Projects | All locked game projects stored in SQLite. |
| 2.5D Isometric, Dimetric, Ragnarok & Tree of Savior Camera Trigonometry | Studio Codex Chapter — Tags: isometric, dimetric, ragnarok, tree of savior, diablo, orthographic, camera, pitch |
| Solving AI Sprite Drift: 3D Structural Truth + ComfyUI Style Lock | Studio Codex Chapter — Tags: consistency, comfyui, flux, controlnet, ip-adapter, birefnet, sprites, turnaround |
| Dead Cells Technique: 3D-to-2D Low-Res Baking + Dynamic 2D Normal Lighting | Studio Codex Chapter — Tags: dead cells, normal map, 2d lighting, platformer, metroidvania, blender |
| 2D Platformer & Action Combat Game-Feel Spec (Coyote Time, Buffers & Hitboxes) | Studio Codex Chapter — Tags: platformer, coyote time, jump buffer, framedata, hitbox, hurtbox, hitstop |
| 2026 100% Open-Source Game Asset AI Stack Reference | Studio Codex Chapter — Tags: open source, models, trellis, hunyuan3d, triposr, unirig, flux, birefnet, libresprite, material maker |
| 47-Tile Blob & 16-Tile Wang Auto-Tile Bitmasking + 2:1 Isometric Diamonds | Studio Codex Chapter — Tags: tileset, autotile, wang, blob, ldtk, tiled, isometric |
TDQS
Scored across 24 tools
Most tools have distinct, well-scoped purposes (engine exports, Blender rigging, atlas compilation), but several overlap in the 'produce character frames/normals' space: synthesize_procedural_frames, blender_ortho_turntable_bake, and compile_sprite_atlas all output sprite frames + normal maps from different sources. The mega-tool build_complete_character_slice also overlaps with nearly every other tool, and discover_ecosystem vs introspect_comfyui both probe local tooling, creating real selection ambiguity.
All names use a consistent gameforge_ prefix and snake_case, with action-first verbs for the majority (export_*, generate_*, init_*, lock_*, register_*, compute_*, define_*, compile_*, build_*). Minor deviations exist where a tool name is prefixed by the external tool instead of a verb (blender_rig_and_sockets, blender_ortho_turntable_bake, libresprite_cleanup_script), but the overall pattern is predictable.
At 24 tools the surface is on the heavy side, but the server genuinely spans a large end-to-end game art pipeline (discovery, style, rigging, baking, atlases, three engine exporters, audit), so most tools earn their place. It is close to the 25-tool 'heavy' threshold, making it slightly over-scoped but defensible.
Coverage is broad and includes create/init, generation workflows, three engine exporters, preview, and QA audit, forming a near-complete asset lifecycle. Gaps remain: there is no tool to list/inspect existing project assets or state beyond query_codex, and no delete/cleanup or update path for already-generated artifacts, which agents may need when iterating.