grok-game-mcp
Exports generated sprite sheets with Aseprite-compatible manifests, allowing the animation sheets to be used directly in Aseprite.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@grok-game-mcpgenerate a sprite sheet for a knight with 4 directions"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
grok-game-mcp
A standalone MCP server for Grok-powered game-asset generation — sprites,
directional animation sheets, voiceover, SFX, and chiptune music. Extracted from the
claude-mermaid-collab dogfood into a self-contained project (only dependency on Grok is
an API key; rendering is pure-TS via jimp + ffmpeg, both bundled).
Setup
bun install
export XAI_API_KEY=xai-... # or put it in ./config.json or ~/.grok-game-mcp/config.jsonRun the MCP server (stdio):
bun run src/server.ts # artifacts → ./out (override with GROK_GAME_OUT)Register it with any MCP client (e.g. Claude) as a stdio server running bun run src/server.ts.
Related MCP server: aseprite_mcp
Tools
Tool | What it makes |
| a still image (Grok Imagine) |
| directional animation sheet: |
| Grok TTS (voices eve/ara/rex/sal/leo) + optional shared DSP preset |
| retro SFX — Grok-text picks sfxr params → pure-JS synth |
| loopable NES-style chiptune — Grok-text composes → pure-JS synth |
| apply a shared DSP/effect preset to any audio file (same presets for voice/SFX/music) |
| the shared audio DSP presets |
| effect animation sheet (explosion/spark/smoke) — chroma or luminance (glow) key |
| seamless tileable tiles → tilesheet + Tiled/Godot manifest |
| scene background; optional horizontal-seamless + transparent parallax layers |
| a reusable character (locked reference) → its whole animation set |
| preview the USD cost of an op before running it |
| composite a replacement into one cell of a sheet (per-cell fixup) |
| one brief → a whole cohesive asset pack (style + characters + tiles + bg + SFX + music + VO); dry-run by default |
| the project style (palette + prompt fragment + voice) applied to every asset |
Music exports OGG/MP3/WAV (default OGG) + a .mid sidecar. Run bun run preview for a local
gallery (animate sheets, play audio, A/B the DSP presets).
How it works (the patterns)
Grok decides, our code renders. Grok generates the image/video/voice or, for SFX/music, the parameters/score (sfxr params, chiptune pattern); pure-TS synthesizes the audio.
Sprite sheets use the turntable trick: a grid of frozen poses on cyan pedestals → one Grok-video orbit rotates every cell in place → frames keyed + sliced + packed.
Shared audio DSP (ffmpeg filterchains) applies uniformly to voice, SFX, and music (epic-announcer, ice-demon, robot-8bit, bitcrush, …).
Architecture
tooling/imagegen— image/video/sprite pipeline (jimp + ffmpeg). Provider-agnostic, xAI-first.tooling/audiogen— TTS provider, sfxr synth, chiptune synth, shared DSP.tooling/config.ts— secret access (env → config.json).src/core.ts— standalone generators that write artifacts toout/.src/server.ts— the MCP server.
Status
Full parity with the collab dogfood — all 14 tools ported to standalone core (write to
out/): image, sprite sheet, voiceover (+DSP), SFX, music, apply-audio-dsp, list-dsp-presets,
VFX, tileset, background, define-character, character-animations, estimate-cost,
replace-sheet-cell. tsc clean; image/sprite/TTS/SFX/music/tileset paths verified live.
Roadmap done: preview gallery, project-style cohesion, generate_game_pack meta-tool,
music OGG/MIDI export. Remaining: neural image→3D (the visual-hull spike — port the pure-TS
hull as an optional tool; hosted neural only if a 3D game needs it) and --out packaging
(per-asset folders, a pack index/zip).
This server cannot be deployed
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