2d-assets-mcp
Enables creation of placeholder sprites, UI elements, health bars, and spritesheets for GameMaker game development.
Enables creation of placeholder sprites, UI elements, health bars, and spritesheets for Unity game development.
Enables creation of placeholder sprites, UI elements, health bars, and spritesheets for Unreal Engine game development.
Click on "Install 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., "@2d-assets-mcpGenerate a 64x64 gold coin with radial gradient and 'COIN' label."
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.
2d-assets-mcp
Design your game's feel before you design its art.
Just like wireframing helps designers visualize user flows before start sketching, 2d-assets-mcp helps game developers visualize timing, frames-per-second (FPS), collision boundaries, and UI layouts before spending hours on final artwork.
This MCP (Model Context Protocol) server lets any AI assistant (Antigravity, Claude Code, Codex, Devin, or any of them as long as it's MCP-compatible) generate advanced 2D mock/placeholder assets in PNG format right into your project folder. Save time and prototype faster, nail your game's feel with 2d-assets-mcp, and then replace the mockups with original artwork when you are ready.
This MCP is engine-agnostic and it works flawlessly with any game engine that supports PNG import, like:
Godot
Unity
Unreal Engine
GameMaker
Construct
RPG Maker
And many more!
Save time and create placeholder health bars, spritesheets, and whatever UI elements you can think of with full support for gradients, patterns, transparency, text rotation, and auto-scaling, all via chat and without ever opening an image editor. The idea behind it is to help you test and iterate how your game feels first by prototiping scale, jump arcs, and animation timing without waiting on final art assets, and also with zero friction: Need that placeholder button to be 20% larger? Just ask your AI client to regenerate it.
2d-assets-mcp has AI-Friendly Metadata→ meaning each generated PNG embeds rich JSON metadata (dimensions, color, shape, gradient properties, pattern details, text properties, stroke properties, description) directly in its EXIF data, so AI models without vision can still understand what an asset contains.
Generated Assets Examples
Here are some example assets generated by this MCP server:


Character Sprites & Animations
Hero Idle Animation (8 frames, 512x64)

8-frame idle animation spritesheet with effect
UI Elements
Attack Button (128×48)

Button with red gradient, rounded corners, and "ATTACK" label
Health Bar (200×24)

Health bar at 75% fill with green color and dark gray track
Game Items
Gold Coin (32×32)

Circular coin with radial gradient, dot pattern overlay, and "COIN" label
Grass and water

Trees

Animation Spritesheets
Fire animation (4 frames, 192x48)

4-frame spritesheet
Security Considerations
Asset Content
Generated assets are pure placeholder graphics and they do not contain malicious code.
Embedded metadata is plain JSON and is not executable.
Because this MCP server writes files directly to your machine to save you time, please review these security best practices:
File System Access
The server can write files to any path specified by the AI assistant.
Recommendation: Configure your AI client to restrict access strictly to your game's project directories.
Warning: Be cautious when asking the AI to generate assets outside your project directory.
Path Traversal
This server validates paths, but you should always be aware of potential path traversal attempts when dealing with MCP servers, and review generated file paths before confirming operations.
Overall Best Practices
Use absolute paths in configurations to prevent ambiguity.
Restrict AI access to your game project directory only.
Review generated assets before committing to version control.
Keep your Node.js dependencies updated.
Related MCP server: ssyubix-pixelart-mcp
Core Features
Instant asset generation: one tool call, one PNG, full visual configuration.
Spritesheet & Batch mode: generate multiple frames or composite them into a single animation-strip spritesheet in one request.
Rich visuals: support for solid fills, linear/radial gradients, stripe/dot/grid pattern overlays, rounded corners, circles, opacity, and stroke control.
Dynamic UI Elements: create partially filled progress/health bars using
fillPercentandtrackColorfor partially-filled assets.Auto-scaling labels: text automatically scales to fit the asset, or you can override it with explicit
fontSizeif needed.Non-vision AI friendly: embedded JSON metadata readable back via
read_image_metadata, without loading image pixels, ideal for non-vision AI workflows.Smart naming: output files are automatically named with their dimensions (e.g.
player_idle_128x128.png) to help models with no vision know the dimensions when using the asset.
Tools Reference
This MCP server equips your AI with 3 tools to generate and read 2D asset metadata.
1. generate_mock_asset
Generates a single PNG asset and writes it to the disk. It supports gradients, patterns, transparency, text rotation, and embedded metadata.
Required parameters
Parameter | Type | Description |
|
| Output filename, e.g. |
|
| Absolute path to the output folder (created if missing) |
|
| Label rendered on the asset |
|
| Background hex color, e.g. |
Optional parameters: shape & size
Parameter | Type | Default | Description |
|
|
| Width in pixels |
|
|
| Height in pixels |
|
|
| Geometric shape |
|
|
| Background opacity |
|
|
| Border hex color |
|
|
| Border width in px; |
Optional parameters: fill & gradient
Parameter | Type | Default | Description |
|
|
| Background fill type |
|
| auto-derived | Second gradient stop; auto-shaded from |
|
|
| Angle in degrees for linear gradients (ignored for radial) |
Optional parameters: progress/health bar
Parameter | Type | Default | Description |
|
|
| How much of the asset is filled (left to right) |
|
| — | Color of the unfilled portion; transparent if omitted |
Optional parameters: pattern overlay
Parameter | Type | Default | Description |
|
|
| Pattern overlay type |
|
| auto-derived | Pattern color; contrast-auto if omitted |
|
|
| Pattern overlay opacity |
|
|
| Pattern tile size in pixels |
Optional parameters: text
Parameter | Type | Default | Description |
|
|
| Vertical text alignment |
|
| auto-scaled | Explicit font size in px; auto-fits if omitted |
|
|
| Text rotation angle in degrees |
|
| auto-contrasting | Hex color for text; auto-calculated if omitted |
Optional parameters: metadata
Parameter | Type | Default | Description |
|
| — | Human-readable description embedded in the PNG EXIF for non-vision AI context |
Output filename format
The server automatically appends the dimensions to the filename before writing:
player_idle.png → player_idle_128x128.png2. generate_mock_asset_batch
Generates multiple assets in one request. Supports individual PNGs or a single composed spritesheet.
Required parameters
Parameter | Type | Description |
|
| Array of asset configs (same fields as |
Optional parameters
Parameter | Type | Default | Description |
|
|
|
|
|
|
| Output filename for the composed spritesheet |
|
| first asset's directory | Output directory for the spritesheet |
|
|
| Outer padding around the spritesheet in pixels |
|
|
| Gap between animation frames in pixels |
Spritesheet layout
All assets are arranged in a single row (traditional animation strip). Each frame cell is sized to the largest asset in the batch; smaller assets are centered within their cell. The output filename includes the total sheet dimensions:
player_run.png → player_run_648x136.png3. read_image_metadata
Reads the JSON metadata embedded in the EXIF ImageDescription field of any PNG generated by this server. Useful for AI models that lack vision, because they can understand what an asset contains without decoding the image.
Required parameters
Parameter | Type | Description |
|
| Absolute path to the PNG file |
How metadata embedding works
Metadata is stored as a JSON string in the PNG's EXIF IFD0.ImageDescription field using the sharp library's withMetadata API.
Reading it back uses a deliberate bypass of standard TIFF byte-walking: instead of parsing the binary TIFF structure, the raw EXIF buffer is scanned as a UTF-8 string for the known "generator":"2d-assets-mcp" key, then the surrounding JSON object is extracted. This makes the reader immune to TIFF padding, byte-order variations, and unusual IFD layouts across different PNG writers.
{
"generator": "2d-assets-mcp",
"type": "asset",
"name": "player_idle",
"width": 128,
"height": 128,
"color": "#4A90E2",
"shape": "rounded-rectangle",
"fillMode": "linear-gradient",
"fillPercent": 100,
"trackColor": null,
"pattern": "none",
"secondaryColor": "#2E5A8A",
"gradientAngle": 45,
"textRotation": 0,
"textPosition": "center",
"strokeColor": "#000000",
"strokeWidth": 4,
"description": "Player idle placeholder, blue rounded rectangle 128x128",
"createdAt": "2025-01-15T10:30:00.000Z"
}Spritesheet metadata fields (additional fields returned for spritesheet files)
{
"generator": "2d-assets-mcp",
"type": "spritesheet",
"totalWidth": 648,
"totalHeight": 136,
"columns": 4,
"rows": 1,
"frameCount": 4,
"frameWidth": 128,
"frameHeight": 128,
"margin": 8,
"spacing": 8,
"frames": [
{
"index": 0,
"x": 8,
"y": 8,
"width": 128,
"height": 128,
"name": "frame_0",
"color": "#4A90E2",
"shape": "rounded-rectangle"
}
],
"createdAt": "2025-01-15T10:30:00.000Z"
}Example Prompts for Your AI
Once connected to an AI coding assistant, try these prompts to speed up your workflow:
Single asset
"Create a 128×128 blue rounded-rectangle placeholder for my player character at
C:\Users\me\project\assets\sprites\(Windows) or/home/me/project/assets/sprites/(Linux) or/Users/me/project/assets/sprites/(macOS). Label it 'Player' and give it a radial gradient."
Health bar
"Generate a health bar PNG at 200×24 pixels, filled 65%, thin stroke, red fill color, dark gray track, at your project's UI folder. Call the file
health_bar.png."
Spritesheet
"Create a 4-frame run cycle spritesheet for my player. Each frame should be 64×64, different shades of blue, labeled Frame 1 through Frame 4. Save it to my project's sprites folder."
Read metadata
"Read the metadata from my project's sprites folder, file
player_idle_128x128.png."
Installation
Option 1: Use directly with npx (no install required)
The fastest way to connect it to any AI coding assistant:
{
"mcpServers": {
"2d-assets": {
"command": "npx",
"args": ["-y", "2d-assets-mcp"]
}
}
}Option 2: Manual installation with package manager (pnpm, npm, yarn)
1. Clone the repository
git clone https://github.com/crony-io/2d-assets-mcp.git
cd 2d-assets-mcp2. Install dependencies
pnpm install # recommended
# or: npm install
# or: yarn install3. Build the project
pnpm run build
# or: npm run build
# or: yarn run build4. Configure your MCP client
{
"mcpServers": {
"2d-assets-mcp": {
"command": "node",
"args": ["/absolute/path/to/2d-assets-mcp/dist/index.js"]
}
}
}Option 3: Install globally with pnpm or npm
This project works with any Node.js package manager. Choose your preferred one:
npm
npm install -g 2d-assets-mcppnpm
pnpm add -g 2d-assets-mcpThen reference the installed binary:
{
"mcpServers": {
"2d-assets": {
"command": "2d-assets-mcp"
}
}
}Claude Code / Claude Desktop
Add to your Claude Code/Claude Desktop MCP settings:
{
"mcpServers": {
"2d-assets-mcp": {
"command": "node",
"args": ["/absolute/path/to/2d-assets-mcp/dist/index.js"]
}
}
}Devin
Add to your Devin MCP settings (mcp_config.json):
{
"mcpServers": {
"2d-assets-mcp": {
"command": "node",
"args": ["/absolute/path/to/2d-assets-mcp/dist/index.js"],
"disabled": false
}
}
}Cursor
Create .cursor/mcp.json in your project:
{
"mcpServers": {
"2d-assets-mcp": {
"command": "node",
"args": ["/absolute/path/to/2d-assets-mcp/dist/index.js"]
}
}
}Development
Prerequisites
Node.js 18 or later
pnpm 8 or later or npm 9 or later (any package manager works)
Setup
git clone https://github.com/crony-io/2d-assets-mcp.git
cd 2d-assets-mcp
# Choose your package manager:
pnpm install # recommended
# or
npm install
# or
yarn installScripts
Command | Description |
| Compile TypeScript to |
| Run directly from source with |
| Run the compiled server from |
| Type-check without emitting files |
| Run all checks: format, lint, and typecheck |
Adding a new tool
Create
src/tools/yourTool.tsand export aregisterYourTool(server: McpServer)functionImport and call it in
src/server.tsAdd any new Zod schemas to
src/schemas.tsand types tosrc/types.ts
License
MIT — see LICENSE for full text.
Contributing
Issues and pull requests are always welcome. Just please, before you open a PR make sure to:
Run
pnpm run checkornpm run check(zero errors required).Keep new tools in their own file under
src/tools/.Export new types from
src/types.tsand schemas fromsrc/schemas.ts.Update this README's Tools Reference section for any new or changed parameters.
Available Tools
3 toolsgenerate_mock_assetA
Generates a single advanced custom mock 2D PNG asset (supports gradients, patterns, text rotation, transparency, and auto-scaling) for game prototypes. Embeds JSON metadata into the PNG (dimensions, color, shape, description) readable by read_image_metadata.
| Name | Required | Description | Default |
|---|---|---|---|
| text | Yes | Text to display on the asset | |
| color | Yes | Background hex color code, e.g., '#FF5733' | |
| shape | No | The geometric shape of the asset. Default is rectangle when missing. | rectangle |
| width | No | Width in pixels. Default is 128 when missing. | |
| height | No | Height in pixels. Default is 128 when missing. | |
| opacity | No | Opacity of the background shape from 0.0 (transparent) to 1.0 (opaque). Default is 1.0 when missing. | |
| pattern | No | Optional pattern overlay. Default is none when missing. | none |
| filename | Yes | Name of the file, e.g., 'player_idle.png' | |
| fillMode | No | Background fill mode. Default is solid when missing. | solid |
| fontSize | No | Optional explicit font size in pixels. If omitted, it auto-scales to fit. | |
| directory | Yes | Absolute path to the target project folder | |
| textColor | No | Optional hex color for the text. If omitted, a contrasting color (black or white) will be automatically calculated based on the background. | |
| trackColor | No | Background color for the unfilled portion of the asset when fillPercent < 100. Hex code, e.g., '#333333' | |
| fillPercent | No | Percentage of the asset to fill, useful for health or progress bars (0-100). Default is 100. | |
| strokeColor | No | Color of the asset border hex code. Default is #000000 when missing. | #000000 |
| strokeWidth | No | Width of the asset border in pixels. Set to 0 for no border. Default is 4 when missing. | |
| patternColor | No | Pattern color. If omitted, a derived contrast color will be used. | |
| patternScale | No | Pattern tile size in pixels. Default is 16 when missing. | |
| textPosition | No | Vertical alignment of the text. Default is center when missing. | center |
| textRotation | No | Rotation angle for the text in degrees. Default is 0 when missing. | |
| gradientAngle | No | Angle for linear gradients in degrees. Ignored for radial gradients. Default is 45 when missing. | |
| patternOpacity | No | Pattern overlay opacity from 0.0 to 1.0. Default is 0.18 when missing. | |
| secondaryColor | No | Secondary color used for gradients. If omitted, a derived variant of color will be used. | |
| assetDescription | No | Human-readable description of this asset stored as image metadata. Useful for models without vision to understand the asset later. E.g. 'Player idle placeholder, blue rectangle 128x128' |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description carries the full burden. It discloses several behavioral features (gradients, patterns, text rotation, transparency, auto-scaling) and mentions that JSON metadata is embedded in the PNG. It does not discuss file overwrite behavior or directory handling, but the core generation behavior is transparent.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is exactly two sentences, front-loaded with the action verb. It packs capabilities into a compact list and explains the metadata integration without redundancy.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the tool has 24 parameters and no output schema, the description is adequate but has gaps. It provides context about game prototyping and metadata for read_image_metadata, but it does not explicitly mention that a file will be written to disk, nor does it explain prerequisites or relationships to the batch tool beyond 'single'.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so the description only needs to add marginal value. It does add 'auto-scaling' context for font size and clarifies the metadata fields (dimensions, color, shape, description), but this is not substantial beyond the schema's detailed parameter descriptions.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description uses a specific verb 'Generates' with a precise resource: 'single advanced custom mock 2D PNG asset'. It distinguishes from the sibling 'generate_mock_asset_batch' by explicitly stating 'single', and also explains the metadata integration with 'read_image_metadata'.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description clearly indicates this tool is for generating a single asset, which implies the batch tool is for multiple assets. However, it does not explicitly state when-not-to-use or direct the user to alternatives beyond the implied distinction.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
generate_mock_asset_batchA
Generates multiple mock 2D PNG assets at once. Can create individual files, a spritesheet, Each PNG has embedded JSON metadata readable by read_image_metadata.
| Name | Required | Description | Default |
|---|---|---|---|
| assets | Yes | An array of asset configuration objects to generate simultaneously | |
| sheetMargin | No | Outer margin around the spritesheet in pixels. Default is 8 when missing. | |
| sheetSpacing | No | Spacing between spritesheet cells in pixels. Default is 8 when missing. | |
| sheetFilename | No | Filename for the generated spritesheet. Default is spritesheet.png when missing. | spritesheet.png |
| sheetDirectory | No | Optional output directory for the spritesheet. Defaults to the first asset directory. | |
| spritesheetMode | No | individual = create separate PNGs only, spritesheet = create only a spritesheet PNG. Default is spritesheet when missing. | spritesheet |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description must carry the transparency burden. It adds useful behavioral context by stating each PNG has embedded JSON metadata readable by read_image_metadata. However, it does not disclose file-system side effects such as overwriting behavior, required directory existence, or error conditions, which are relevant for a file-generation tool.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is short and front-loaded with the main purpose. It has a grammatical flaw ('a spritesheet, Each' fragment) and is somewhat terse, but it avoids unnecessary verbosity and conveys the core capabilities efficiently.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The schema is rich and covers all parameters, and the description adds the metadata cross-reference to read_image_metadata. However, for a complex batch file-generation tool, the description does not address return behavior, overwrite semantics, or prerequisites (e.g., existing directories), leaving gaps that are not filled by the schema or annotations.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so the schema fully documents all parameters. The description adds no parameter-specific semantics beyond mentioning spritesheet and metadata, which are already reflected in schema fields like spritesheetMode and assetDescription. Baseline 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool 'Generates multiple mock 2D PNG assets at once', specifying the verb, resource, and batch scope. It distinguishes itself from the sibling generate_mock_asset through the word 'multiple' and from read_image_metadata by focusing on generation while also linking to metadata.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description implies usage for batch generation with 'multiple mock 2D PNG assets at once' and mentions output options (individual files or spritesheet), giving clear context. It does not explicitly name alternatives or state when-not-to-use, but the batch orientation is evident.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
read_image_metadataA
Reads the embedded JSON metadata from a PNG file generated by this MCP server. Returns the metadata object with dimensions, color, shape, description, etc.
| Name | Required | Description | Default |
|---|---|---|---|
| filepath | Yes | Absolute path to the PNG file to read metadata from |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description must carry full behavioral disclosure. It discloses that the tool reads embedded JSON metadata and returns an object with specific fields, but does not mention error behavior for missing files or files not generated by this server. This is adequate for a simple read operation but leaves some edge cases unaddressed.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two sentences, front-loaded with the action, and contains no fluff. Every sentence adds value: the first states what it does and the scope, the second states what is returned.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple one-parameter read tool, the description is largely complete. It names the return fields (dimensions, color, shape, description) though there is no output schema, and it clarifies the file type and provenance. It could be more exhaustive about return structure, but given the simplicity, this is slightly above adequate.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
With 100% schema description coverage, the parameter 'filepath' is already fully documented in the schema. The tool description adds the context that the file must be a PNG generated by this server, but the schema provides the essential meaning. This is the baseline 3.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the verb 'Reads' and the specific resource 'embedded JSON metadata from a PNG file', immediately distinguishing this tool from its generation-focused siblings. It also scopes the tool to files generated by this MCP server, which is precise.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description implies the tool is for reading metadata from already-generated PNG files, contrasting with sibling tools that generate assets. It gives clear context but does not explicitly state when not to use it or name alternatives, so it falls short of a 5.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections. Dates show when Glama detected each change.
3 tool updates
v0.1.4- First observed
generate_mock_asset - First observed
generate_mock_asset_batch - First observed
read_image_metadata
TDQS
Each tool has a distinct purpose: generate single asset, generate multiple assets, and read metadata. The single vs. batch distinction is clear, and read_image_metadata is entirely separate.
All tool names follow a consistent verb_noun pattern in snake_case: generate_mock_asset, generate_mock_asset_batch, read_image_metadata. The convention is uniform.
Three tools is well-scoped for a niche server focused on generating and inspecting mock 2D assets. Each tool serves a necessary function without redundancy.
The tool surface covers the full workflow: generating a single asset, generating batches (including spritesheets), and reading embedded metadata. No obvious gaps for the stated domain.
Maintenance
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
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