Skip to main content
Glama
Cuvara

game-art-mcp

by Cuvara

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

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

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
art.get_project_contextA

Returns the full art context: project config, active style definition, all rule categories, and palette.

art.get_styleA

Returns the active style definition. Optionally specify style_id and version to look up a specific style.

art.get_style_rulesB

Returns the rules for a specific category of the active style.

art.get_paletteB

Returns the color palette for the active style.

art.validate_styleB

Validates the active style configuration and returns any errors found.

art.asset.getA

Get a registered asset by its ID. Returns the full asset record.

art.asset.findA

Search and filter registered assets. All parameters are optional; omit all to return every asset.

art.asset.existsA

Check whether an asset with the given ID exists in the registry.

art.asset.registerA

Register a new asset in the registry. Validates schema, style reference, source file, and relationships.

art.asset.updateC

Update an existing asset. Provide the asset ID and a patch object with fields to change.

art.asset.deprecateC

Mark an asset as deprecated.

art.asset.archiveB

Archive an asset (remove from active use).

art.asset.rebuild_indexA

Rebuild the asset registry index from all registered asset files.

art.memory.get_summaryA

Get a summary of the art memory: anchor count, active decisions, active rejections, total references.

art.memory.explain_styleA

Explain the current or specified style: core rules, canonical anchors, important decisions, things to avoid, and history.

art.memory.resolve_referencesD

Resolve relevant references, anchors, decisions, and rejections for a given context. Returns categorized results.

art.memory.get_anchorA

Get a style anchor by its ID.

art.memory.find_anchorsC

Search for style anchors with optional filters.

art.memory.add_anchorC

Add a new style anchor to the art memory.

art.memory.get_referenceC

Get an approved reference by its ID.

art.memory.find_referencesC

Search for approved references with optional filters.

art.memory.add_referenceC

Add a new approved reference to the art memory.

art.memory.get_rejectionA

Get a rejection record by its ID.

art.memory.find_rejectionsC

Search for rejection records with optional filters.

art.memory.add_rejectionB

Add a new rejection record to the art memory.

art.memory.get_decisionA

Get an art decision record by its ID.

art.memory.find_decisionsB

Search for art decision records with optional filters.

art.memory.add_decisionC

Add a new art decision record to the art memory.

art.memory.get_style_historyB

Get the full style evolution history.

art.qa.assetA

Run QA checks on a single asset. Returns a full QA report with all rule results.

art.qa.batchA

Run QA checks on multiple assets at once. Returns a batch report with individual results.

art.qa.gateB

Run a QA gate check on an asset. Returns pass/fail verdict with full report.

art.qa.list_rulesA

List all available QA rules with their definitions.

art.qa.ruleA

Get the full definition of a specific QA rule by its ID.

art.qa.explain_failureA

Explain why a specific QA rule failed for an asset. Returns rule definition, issue details, and context.

art.qa.historyC

Get QA run history. Optionally filter by asset ID.

art.provider.listA

List all registered art providers with their metadata.

art.provider.getA

Get detailed metadata for a specific provider.

art.provider.capabilitiesB

Get the capabilities of a specific provider.

art.provider.healthB

Check the health status of a specific provider.

art.provider.executeC

Execute an art generation operation via a provider.

art.provider.cancelC

Cancel a running provider operation.

art.provider.operationC

Get the status of a provider operation.

art.provider.artifactB

Get details of a generated artifact.

art.provider.health_allA

Check health of all registered providers. Returns a map of provider ID to health status with latency and consecutive failure count.

art.provider.analyzeB

Analyze a PNG file using the canvas-analysis provider. Runs local analysis (signature, clusters, palette) without external APIs.

art.provider.fallbackC

Execute an art operation with fallback — tries the primary provider, falls back to a secondary on failure.

art.production.planB

Create a production plan for an art asset (inspect before executing).

art.production.createB

Create a production job (plan + persist, does not start execution).

art.production.startC

Start executing a production job.

art.production.statusC

Get the current status of a production job.

art.production.inspectC

Get full details of a production job including events, attempts, and plan.

art.production.resumeA

Resume a failed or interrupted production job.

art.production.cancelC

Cancel a production job.

art.production.attemptsB

Get the attempt history for a production job.

art.production.approveB

Approve a production job that is awaiting approval, moving it to completed.

art.production.listB

List all production job IDs.

art.asset.currentB

Get the canonical (current) version number of an asset.

art.asset.inspect_versionB

Get details of a specific asset version.

art.asset.historyC

Get the full version history of an asset.

art.asset.compareB

Compare two versions of an asset.

art.asset.provenanceC

Get version provenance including approval record.

art.asset.approval.requestC

Request approval for a candidate asset.

art.asset.approval.inspectB

Get an approval record by ID.

art.asset.approveC

Approve a candidate asset.

art.asset.rejectC

Reject a candidate asset.

art.asset.request_changesC

Request changes on a candidate asset.

art.asset.promoteC

Promote an approved candidate to become the canonical version.

art.asset.rollbackB

Rollback the canonical version to a previous version.

art.asset.archive_versionC

Archive a canonical asset, removing it from active use.

art.pipeline.analyzeB

Analyze a reference image. Returns palette, silhouette, composition, pixel characteristics. Provide either a file path or reference_id of an already-uploaded reference.

art.pipeline.specB

Build an ArtSpecification from a reference analysis + active style. The spec defines canvas, palette, outline, shading constraints for pixel art generation.

art.pipeline.planA

Build a 7-stage ArtPlan (silhouette-first) from an ArtSpecification. The plan defines ordered generation stages with QA checkpoints.

art.pipeline.scoreC

Compute visual quality score for a pixel art asset. Scores silhouette, palette, composition, pixel cleanliness, and style match.

art.tilemap.register_tilesetB

Register a tileset definition with semantic tile metadata. Each tile gets an ID, terrain, walkability, collision info.

art.tilemap.list_tilesetsA

List all registered tileset definitions.

art.tilemap.resolve_tilesA

Resolve semantic tile names to tileset local IDs. Use to verify tile names before building a map.

art.tilemap.create_specC

Create a MapSpecification for tilemap generation. Defines map size, biome, layers, objects, terrain rules.

art.tilemap.validateA

Validate a MapSpecification against its tileset. Checks missing tiles, invalid refs, style mismatch, object bounds.

art.tilemap.build_opsB

Generate TiledMCP operations from a MapSpecification. Returns the operation sequence for TiledMCP provider execution.

art.canvas.createB

Create a new pixel canvas session for drawing.

art.canvas.set_pixelB

Set a single pixel on the canvas.

art.canvas.draw_rectB

Draw a rectangle on the canvas.

art.canvas.draw_lineA

Draw a line between two points using Bresenham algorithm.

art.canvas.draw_circleB

Draw a circle on the canvas.

art.canvas.fillB

Flood fill an area starting from a point.

art.canvas.draw_noiseC

Fill a region with random noise using specified colors.

art.canvas.draw_ditherB

Apply a dither pattern to a rectangular region.

art.canvas.get_stateA

Get the current canvas state as a color map (2D hex array) or base64 PNG.

art.canvas.analyze_refA

Analyze a reference image: extract dimensions, color palette with counts, and 2D color map.

art.canvas.saveA

Save the current canvas to a PNG file.

art.canvas.batch_drawA

Execute multiple draw commands in a single call for efficiency. Each command references a canvas tool name and its params.

art.canvas.clearB

Clear the entire canvas, optionally filling with a color.

art.canvas.get_pixelB

Read the color of a single pixel on the canvas.

art.detail.planB

Create a detail art plan for an asset, specifying subject, resolution, materials, and detail profile.

art.detail.executeC

Run the full detail pass pipeline on an existing canvas session. Requires content already drawn on canvas.

art.detail.passC

Run a single named detail pass on a canvas session.

art.detail.clusterC

Create a pixel cluster on the canvas at a given position with a specified shape.

art.detail.textureC

Apply a texture pattern to a rectangular region on the canvas.

art.detail.materialB

Apply a full material treatment (all texture patterns for that material) to a region.

art.detail.crackB

Add crack patterns to a region (stone, ice surfaces).

art.detail.grainA

Add directional grain lines to a region (wood, cloth).

art.detail.speckleA

Add scattered speckle dots to a region (dirt, stone, skin).

art.detail.cavityB

Add cavity details (dark center with light rim) to a region.

art.detail.highlightC

Add highlight clusters to a region for specular/light reflection.

art.detail.shadowA

Add shadow clusters to a region for depth/occlusion.

art.detail.edge_breakB

Apply edge breakup to avoid perfectly geometric silhouettes.

art.detail.clean_clustersC

Cleanup pass: merge orphan/isolated pixels into nearest larger cluster.

art.critic.evaluateB

Run the art critic to evaluate canvas quality with spatial scoring and issue detection.

art.critic.refineC

Execute refinement actions from a critique to improve canvas quality.

art.style.compileB

Compile style constraints for a subject — merges style definition, optional material profile, and resolution into a flat StyleConstraints object.

art.style.checkA

Run style consistency check on a canvas session — compares canvas content against compiled style constraints.

art.style.repairA

Generate a repair plan from a style consistency check — identifies actions to fix style issues on a canvas.

art.style.bootstrapA

Get session bootstrap context — assembles project config, style, canonical assets, anti-patterns, and recent decisions into one payload.

art.ref.retrieveB

Smart ranked reference retrieval — scores and returns top assets by canonical status, style match, material match, and recency.

art.ref.packB

Build a reference pack for generation — combines style constraints, canonical references, negative examples, and material palette.

art.ref.canonicalA

Get canonical assets for a type/material — filters retrieve results to only canonical status entries.

art.memory.signatureA

Compute a visual signature (deterministic fingerprint) for a canvas session — color distribution, cluster stats, edge complexity, etc.

art.memory.insightsA

Get style insights derived from approved assets — patterns, preferences, and learned conventions from the asset corpus.

art.memory.negativeA

Get negative patterns (rejected examples) for a type/material — query rejections filtered by type hints in reasons.

art.workflow.guideA

Generate a step-by-step painting guide for the AI to follow when drawing a subject. Enforces strict palette discipline, form-first/detail-last hierarchy, and per-step color limits. The guide is TEXT instructions — read it and follow each step sequentially.

art.workflow.paletteA

Get the strict palette for a material — returns role-to-hex mappings, maximum color count, and forbidden colors. Use this before painting to know EXACTLY which colors are allowed.

art.aseprite.exportB

Export a canvas session to Aseprite format. Saves the canvas as PNG and generates the Aseprite CLI command to convert it. Commands are returned for external execution.

art.aseprite.spritesheetB

Generate a spritesheet export command for a canvas session. The canvas PNG is saved and a CLI command is returned to produce a packed spritesheet via Aseprite.

art.aseprite.layersA

Generate a Lua script and Aseprite command to set up standard layer structure. Writes the script to disk and returns the command to execute it.

art.aseprite.validateB

Generate a validation Lua script and Aseprite command to check sprite constraints (palette size, dimensions). Writes the script to disk and returns the command.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

C2.9/5.0

Scored across 126 tools

Disambiguation3/5

The hierarchical namespaces help, but the sheer number of tools creates real overlap: art.provider.analyze vs art.pipeline.analyze, art.asset.archive vs art.asset.archive_version, and art.qa.asset vs art.critic.evaluate vs art.style.check all have fuzzy boundaries. An agent could easily pick the wrong one without very careful descriptions.

Naming Consistency4/5

Most tools follow a predictable art.<category>.<action> pattern with snake_case verbs, which is highly readable. However, a few top-level tools like art.validate_style, art.get_style, and art.get_palette break the convention, and verbs are mixed across add/register/create for similar operations.

Tool Count1/5

126 tools is an extreme count for any MCP server, far beyond the 25+ threshold. Many micro-tools—individual detail effects, memory CRUD variants, and Aseprite command generators—could be consolidated into broader operations, making the surface unnecessarily hard to navigate.

Completeness5/5

The tool surface is remarkably comprehensive for a game-art domain: asset lifecycle, versioning, approvals, style memory, QA, providers, canvas painting, production jobs, tilemaps, detail passes, Aseprite export, and workflow guidance are all covered. Major workflows have no obvious dead ends.

Maintenance

ActivityMaintained
ResponsivenessNo issues