Gameplay Studio MCP Server
Connects to NVIDIA NIM as an OpenAI-compatible model provider for the AI Copilot, with configurable API key, base URL, model selection, and connection testing.
Connects to Ollama as an OpenAI-compatible local model provider for the AI Copilot, with configurable base URL, model discovery, and natural-language editing execution.
Connects to OpenAI-compatible API endpoints for the AI Copilot, supporting custom API keys, base URLs, live model discovery, connection testing, and natural-language editing commands.
This server does not currently have a deployable release on Glama. Follow the repository's setup instructions to install and configure it for your MCP client, including any required credentials and local dependencies.
Gameplay Studio (v0.7.0)
Multi-Track NLE Video Editor That Cuts Gameplay From Its Own Label Track • Agent-Driven Over MCP • Bring-Your-Own AI Model & Base URL • Cinema 3D .cube LUTs & Split-Wipe Scopes • Hardware GPU Render
📖 Labelled gameplay: how an agent cuts from a label track
Visual Studio Showcase
Related MCP server: mcpCut
Architecture Overview
Highlights in v0.7.0
Native Windows Desktop App (
GameplayStudio_installer.exe): 4-Zone Resizable Studio Workspace, universalCtrl+Kinstant search, hardware-accelerated FFmpeg (NVENC/AMF/QSV/ProRes/HEVC), in-place NSISUpdateinstaller, and 1-click🔄 Updateself-updater.Interactive Before / After Split-Wipe & Broadcast Scopes: Compare raw vs. color-graded video directly inside the Player monitor (
⇆ Split Wipe) alongside live RGB Histograms & IRE Waveforms (📊 Scopes).Bring Your Own API Key, Base URL & AI Model (
⚙ API & Model): Connect OpenAI, OpenRouter, DeepSeek, NVIDIA NIM, Groq, Ollama, LM Studio, or any custom OpenAI-compatible/v1endpoint with live/modelsdiscovery, connection testing, and natural-language AI Copilot execution on Windows.
Labelled gameplay footage
This is what Gameplay Studio adds on top of a conventional NLE.
A game recorded with the Labeled Recorder Unity package writes a sidecar next to its video:
Recordings/arena_run_003.mp4 the footage
Recordings/arena_run_003.labels.json what happened in it, frame-accuratelyThe sidecar lists the events the game fired, the things that lasted, the moments a developer flagged as worth keeping, the chapter structure, and game-data signals sampled whenever they changed. So an agent does not watch the video or guess from pixels — it is told, to the frame, and can justify every cut it makes:
marker 'highlight' (note=triple kill from the rafters) at 00:10.666
labels.attach bring a labelled recording in (video path, label path, or asset name)
labels.describe this game's event names, signals, chapters, busiest stretch
labels.find_windows ranked candidate clip ranges, each with a reason
labels.build_edit put the chosen ranges on a new track, as one undo step
labels.auto_short do all of the above with sensible defaultsFull workflow, including the strategies for shorts vs. trailers: docs/labelled-gameplay.md.
Unlabelled footage still works; it just falls back to the pixel-based tools (edit.highlight,
analysis.scenes, analysis.beats), which guess.
Install
Build from source. Node 20+ and Git are the only requirements; FFmpeg and FFprobe are fetched as npm dependencies.
npm ci
npm run buildDownload the Windows installer from Releases,
or build it yourself with npm run dist:desktop.
Quick Start (Development & Building From Source)
npm ci
npm test # Run all end-to-end Vitest tests
npm run build # Build TypeScript backend + CLI + MCP
npm run dev:api # Start local Gameplay Studio Engine on http://127.0.0.1:47000
npm run dev:ui # Start React + Vite Studio UI on http://localhost:5173Connect an agent (MCP)
Gameplay Studio is an MCP server, so any MCP-capable agent drives the whole editor — the ~110 ordinary
editing tools plus the labels.* family. The first call an agent should make is labels.guide,
which returns the entire labelled-footage workflow so it never has to be briefed out of band.
Claude Code
claude mcp add gameplaystudio --env GAMEPLAY_STUDIO_PROJECT=.gameplaystudio/project.gameplaystudio -- node "/path/to/Gameplay Studio/dist/mcp/stdio.js"opencode (any model — DeepSeek, Qwen, local Ollama …) in opencode.json:
{
"mcp": {
"gameplaystudio": {
"type": "local",
"command": ["node", "/path/to/Gameplay Studio/dist/mcp/stdio.js"],
"environment": { "GAMEPLAY_STUDIO_PROJECT": ".gameplaystudio/project.gameplaystudio" },
"enabled": true
}
}
}Claude Desktop / Cursor / anything else speaking MCP
{
"mcpServers": {
"gameplaystudio": {
"command": "node",
"args": ["/path/to/Gameplay Studio/dist/mcp/stdio.js"],
"env": { "GAMEPLAY_STUDIO_PROJECT": ".gameplaystudio/project.gameplaystudio" }
}
}
}GAMEPLAY_STUDIO_PROJECT is the .gameplaystudio project file the agent edits, created on first run if missing.
GAMEPLAY_STUDIO_PROJECT is still honoured so an existing config keeps working. An HTTP transport is available
via gameplay-studio mcp --http.
Credits
Gameplay Studio is a renamed derivative of Vedit Studio
by lilrepaer-glitch, used under the MIT licence. The NLE engine, render pipeline, and desktop
shell, and the original MCP server are its work. Gameplay Studio adds the labelled-gameplay layer
(src/labels, src/mcp/labels.ts) and the rename.
The label format it reads is produced by the Labeled Recorder Unity package.
License
MIT — see LICENSE.
This server cannot be deployed
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