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GameDev Resource MCP

CI MIT License

A license-aware game-development resource search engine for AI coding agents.

GameDev Resource MCP gives Codex, Claude Code, Trae and other MCP-capable agents one place to search for game assets, reusable starter projects, and game-development code while keeping provenance, commercial-use rules, attribution requirements and bundled-asset risks visible.

It does not host or relicense third-party assets. It helps an agent find relevant resources, understand what can safely be reused, and keep source/license evidence attached to the recommendation.

What it does

Need

MCP tool

Result

“Find everything I need for this game idea”

recommend_stack

Starter/project + art + audio + font + code stack, alternatives, gaps and license summary

“Find commercially usable low-poly 3D enemies”

find_game_assets

Ranked cross-provider results with semantic fallback and license filters

“Find a reusable Godot/Phaser/Raylib/Unity/Unreal project”

find_reusable_projects

Project candidates with explicit reuse scope and bundled-asset status

“Can I actually build on this project?”

plan_project_adoption

Keep/replace/review actions, license obligations and unresolved resource needs

“Where did this asset come from?”

search + attribution tools

Creator/source/license metadata and project-level credits

“Install the selected file safely”

plan_asset_install / install_asset_file

Narrow allowlisted acquisition with path/size/hash checks where supported

The project currently integrates 15 providers across 2D, 3D, audio, fonts, icons, starter projects and reusable code.

Why this exists

Game-development resources are unusually easy for coding agents to misuse. These statements are not equivalent:

  • “free”;

  • “open source”;

  • “downloadable”;

  • “commercial use allowed”;

  • “redistribution allowed”;

  • “the repository is MIT licensed”;

  • “every bundled image, sound, font and dependency is also cleared for reuse.”

GameDev Resource MCP keeps those distinctions explicit. Search relevance can broaden through semantic fallback, but hard constraints such as commercial-use policy, attribution/share-alike policy, dimension, engine-specific code scope and project reuse scope remain hard filters.

One-command Codex setup

Requires Node.js 20+, npm and Git.

codex mcp add game-dev-resource-mcp -- npx -y github:dsaewkfiush03-debug/game-dev-resource-mcp

Verify the server is registered:

codex mcp list

That is the recommended install path. The package builds automatically when npm installs it from GitHub, so users do not need to clone the repository or manage an absolute dist/index.js path.

If you already expose a GITHUB_TOKEN, forward it for higher GitHub API limits:

codex mcp add game-dev-resource-mcp --env GITHUB_TOKEN="$GITHUB_TOKEN" -- npx -y github:dsaewkfiush03-debug/game-dev-resource-mcp

GITHUB_TOKEN is optional. Never commit tokens or API keys.

Generic MCP client configuration

For clients that accept a JSON-style STDIO server configuration:

{
  "mcpServers": {
    "game-dev-resource-mcp": {
      "command": "npx",
      "args": ["-y", "github:dsaewkfiush03-debug/game-dev-resource-mcp"]
    }
  }
}

Codex config, Claude Code, Trae and manual source-install examples are in docs/client-setup.md.

Try these prompts

After adding the MCP server, ask your coding agent for something concrete:

Find commercially usable low-poly 3D turret, enemy and environment assets.
Prefer CC0 where possible and explain any attribution obligations.
I am building a Godot 2D survival game with inventory, combat, save/load,
UI, sound and music. Recommend a starter/resource stack and identify gaps.
Find reusable Raylib project bases for a 2D action game.
Do not assume the repository license clears bundled media.
Find a reusable project for my game, then produce an adoption plan showing
what I can keep, what should be replaced, and what still needs verification.

For a whole game or large feature, start from the strongest reusable base that can be verified instead of assembling everything from zero:

user game description
        ↓
recommend_stack / find_reusable_projects
        ↓
choose project candidate
        ↓
plan_project_adoption
        ↓
keep / replace / review actions
        ↓
license obligations + resource gaps
        ↓
find_game_assets for unresolved slots
        ↓
plan_asset_install / install_asset_file when supported
        ↓
engine-specific implementation by the coding agent
        ↓
generate_project_attribution

For one known asset/code need, call find_game_assets directly.

Search quality

The search layer is designed for coding-agent queries rather than exact catalog keywords.

  • Bounded semantic fallback expands game-development concepts without removing hard constraints.

  • Provider capability routing avoids calling sources that cannot satisfy explicit dimension/engine needs.

  • Multi-concept ranking prefers candidates that cover more of the actual request instead of broad but weak matches.

  • Diagnostics expose attempted queries, fallback level, provider pruning and suggested alternatives instead of returning an opaque zero-result response.

  • Real regressions protect practical queries such as UrhoX 3D tower-defense searches, cyberpunk low-poly asset ranking and medieval environment ranking.

See docs/search-quality.md.

Reusable-project safety

A repository license does not automatically clear bundled art, audio, fonts, logos, sample media or dependencies.

GameDev Resource MCP models project reuse separately:

reuseScope

Meaning

whole-project

Maintained evidence supports project-wide starter use under the stated obligations

code-only

Reuse code/structure; bundled media must be replaced or independently verified

reference-only

Study the implementation; direct copying remains blocked pending review

asset-only

Reuse is scoped to media/assets rather than a project skeleton

And bundled content separately:

bundledAssetStatus

Meaning

none

No material bundled asset set needs separate clearance for intended starter use

same-license

Maintained evidence covers relevant project/demo content under the same license

separately-licensed

Components have explicit separate licenses that must be followed

needs-review

Bundled media is not sufficiently established for blanket reuse

An agent must never upgrade code-only or reference-only to whole-project using model judgment alone.

See docs/project-reuse.md and docs/project-adoption.md.

MCP tools

Tool

Purpose

recommend_stack

Turn a game description into a starter + media + code stack with license summary and gaps

find_game_assets

Preferred targeted cross-provider search with relevance, license and reuse filters

find_reusable_projects

Find starter/complete-game references and expose reuse scope plus bundled-asset status

plan_project_adoption

Turn one selected project into a non-mutating adoption manifest

benchmark_resource_coverage

Benchmark required-slot/depth-3 coverage and rank weak resource categories

search_game_assets

Search the broader source registry

search_live_assets

Search one provider directly

get_asset_files

Resolve official provider-hosted file metadata where available

plan_asset_install

Plan a safe installation without writing to disk

install_asset_file

Download one explicitly selected verified file into a local project

list_asset_providers

List provider modes and capability metadata

audit_resource_verification

Audit freshness of maintained verified catalogs

search_open_source_projects

Compatibility tool for targeted GitHub repository search

inspect_repository

Inspect repository metadata and detected license

check_license

Classify common licenses conservatively

generate_attribution

Generate attribution for one resource

generate_project_attribution

Generate project-level third-party asset and credits manifests

Providers

Provider

Mode

Typical content

License/reuse posture

Auto-install

Poly Haven

Live API

HDRIs, PBR textures, 3D models

CC0

Yes, allowlisted official files

ambientCG

Live API

PBR materials, HDRIs, terrain, decals, atlases, 3D models

CC0

No

Openverse

Live API

Open images and audio

Per-item CC/public-domain metadata

No

Godot Asset Library

Live API

Godot addons, tools, projects, shaders

Per-item license

No

GitHub Open-Source Code

Live API

Inventory, combat, networking, AI, save, procedural and other code

Detected repository SPDX; bundled components remain separate

No

KayKit

Live official index

CC0 3D packs

Official CC0 pack repositories

No

Game Icons

Live official index

Individual game/UI SVG icons

CC BY 3.0 + creator attribution

Yes, exact official-repo SVG only

Tabler Icons

Live official index

Individual outline/filled SVG icons

MIT

Yes, exact official-repo SVG only

Kenney

Verified catalog

60+ 2D/3D/UI/VFX/audio packs

CC0

No

Quaternius

Verified catalog

35+ structured 3D packs

CC0

No

Google Fonts

Verified catalog

Game-oriented fonts including CJK

SIL OFL 1.1 per family

No

Godot demos

Verified catalog

Concrete 2D/3D games and system demos

Maintained entries whole-project / same-license under repository MIT evidence

No

Phaser starters

Verified catalog

Official web-game templates + create-game

Conservatively code-only / needs-review for media

No

Raylib projects

Verified catalog

Official game template + complete-game source references

Template can be whole-project; game references remain source-specific

No

Verified Community Starters

Verified catalog

Unity and Unreal community templates

Conservatively code-only / needs-review for bundled media/dependencies

No

The broader discovery registry also contains marketplaces and community libraries such as OpenGameArt, itch.io, Sketchfab, Fab, Unity Asset Store and Freesound. Those are discovery sources, not blanket commercial-use approvals.

License model

Default cross-provider filtering is conservative:

commercialOnly = true
allowAttribution = true
allowShareAlike = false

The project tracks commercial use, modification, redistribution, attribution, share-alike, creator provenance, source/license URLs, reuseScope, bundledAssetStatus, component licenses and service-level obligations separately.

Recognized licenses include CC0, Public Domain Mark, MIT, MIT/Apache dual licensing, BSD, Apache-2.0, Zlib, Boost, CC BY, CC BY-SA, GPL/LGPL families, OpenGameArt attribution licenses and SIL OFL 1.1. Unknown, custom, missing or non-commercial licenses fail closed to manual review/rejection.

Search/ranking signals never override license filtering.

Coverage benchmark

The maintained benchmark contains 39 representative game scenarios across Godot, Phaser, Raylib, Unity, Unreal and engine-agnostic concepts.

The timestamped V1.13 full run on 2026-08-20 reported:

  • 39/39 complete scenarios;

  • 357/357 required slots covered (100%);

  • 353/357 required slots with at least three candidates (98.9% depth-3);

  • 0 unsupported required slots;

  • 0 provider errors.

V1.14 then specifically closed the remaining shallow Unreal starter-depth gap with an accurately modeled CC0 entry instead of relabeling it as MIT.

Benchmark scores measure retrieval health. They do not override license rules or prove semantic relevance/engine compatibility by themselves.

See docs/coverage-benchmark.md.

Safe installation boundary

Automatic acquisition is intentionally narrow. Current allowlisted paths are:

  • Poly Haven verified provider files;

  • individual Game Icons SVGs from game-icons/icons;

  • individual Tabler SVGs from tabler/tabler-icons/icons.

install_asset_file validates provider-specific hosts/paths, blocks path traversal, rejects pre-existing symlink/junction destination components, validates redirects, enforces size/hash checks where available, does not overwrite unless explicitly requested, and never executes downloaded content, extracts archives, runs package managers or automatically clones third-party repositories.

See docs/installation.md.

Attribution

After selecting resources, generate_project_attribution can generate project-level content for:

THIRD_PARTY_ASSETS.md
CREDITS.md

Preserve creator and source/license metadata when passing adopted resources into the attribution workflow.

Manual source install

If you prefer a pinned local checkout instead of the one-command GitHub runner:

git clone https://github.com/dsaewkfiush03-debug/game-dev-resource-mcp.git
cd game-dev-resource-mcp
npm ci
npm run build
node dist/index.js

Then point your MCP client at the absolute path to dist/index.js.

Development

npm ci
npm run validate

CI validates Node.js 20 and 22, packs the npm tarball, installs it into a clean temporary project and smoke-starts the installed MCP binary.

Design principles

  1. Correctness over coverage.

  2. Registry first; asset hosting last.

  3. Primary-source licensing evidence over AI inference.

  4. Commercial use and redistribution are separate questions.

  5. Repository code licensing and whole-project/bundled-media clearance are separate questions.

  6. Adoption planning is separate from project mutation or code execution.

  7. Exact project paths require explicit maintained evidence; never invent directory structure.

  8. Unknown rights fail closed.

  9. Recommendation and adoption reuse the same conservative metadata/license boundaries.

  10. code-only / reference-only must never be silently upgraded to whole-project.

  11. Shared download/CDN hosts require provider-specific path restrictions, not host-only trust.

See AGENTS.md and CONTRIBUTING.md.

Scope and limitations

This project is a resource discovery, evaluation and adoption-planning layer. It deliberately does not become an engine asset-conversion/import platform. The coding agent remains responsible for integrating selected resources into the target project.

Some sources expose only canonical links because a stable safe acquisition API is unavailable or service terms are unsuitable for automated commercial workflows.

The project provides technical metadata and conservative automated classification, not legal advice. Before shipping a commercial game, verify the original license text and provenance of every incorporated resource.

Release notes

See RELEASE_NOTES.md.

Contributing

Provider fixes, search-quality regressions, license-evidence improvements and reproducible real-agent failure cases are especially useful. See CONTRIBUTING.md.

If the project helps your coding-agent workflow, starring the repository makes it easier for other developers to discover.

License

Project source code is MIT licensed. Third-party resources discovered through this project retain their original licenses.