GameCodex
Provides game design lenses and engine-specific documentation for the MonoGame engine, offering design insight and best practices for MonoGame developers.
Provides game design lenses and engine-specific documentation for the Unity engine, offering design insight and best practices for Unity developers.
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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., "@GameCodexmy jump feels floaty, how do I fix it?"
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.
GameCodex
A game designer AI lens for programmers.
Your AI assistant writes competent game code and gives you zero design judgment.
It will implement a jump, a shop, or a crafting system without ever asking
whether it should exist, what it should feel like, or which proven design
thinking applies. GameCodex fixes exactly that: one MCP tool — lens —
that answers as the game designer looking over your shoulder.
you (or your AI): lens { situation: "my jump feels floaty" }
→ Game Feel (Steve Swink): measure input-to-photon latency;
derive gravity from jump height + time-to-apex; split
rising/falling gravity; the questions, red flags in code
terms, and concrete fixes.Every lens distills an industry-proven philosophy with real provenance — Mark Cerny's Method, MDA, Sid Meier's interesting decisions, Swink's game feel, juice, flow & difficulty (incl. Celeste's assist thinking), George Fan's onboarding rules, Nintendo's kishōtenketsu, core loops, Derek Yu on finishing, Valve-style playtesting, Self-Determination Theory, Sirlin/Schreiber balance, Koster's theory of fun, and BotW-style emergence.
Install
claude mcp add gamecodex -- npx -y gamecodexOr in any MCP config (claude_desktop_config.json, .cursor/mcp.json, …):
{
"mcpServers": {
"gamecodex": { "command": "npx", "args": ["-y", "gamecodex"] }
}
}Related MCP server: GameCodex
One tool — the whole game
Call | Returns |
| The matching lenses (here: flow & difficulty, playtesting) — designer questions, red flags, prescriptions — plus matching docs from the knowledge base |
| One named lens in full |
| A knowledge-base doc (big ones return a table of contents; add |
| The catalog of all 15 lenses |
That's the entire tool surface. No schema bloat, no action routing.
The knowledge base works within the lens
The 957-doc engine library (29 engines — deepest on MonoGame, Godot, Unity,
Unreal) is reachable through the same tool: every situation reply ends with
the matching docs, and doc/section reads them — section-aware, so 100KB
guides never flood your context. The docs also ship as passive MCP
resources (gamedev://docs/...). Scope which modules load with
GAMEDEV_MODULES (e.g. core,godot-arch).
Monorepo
GameCodex/
├── packages/
│ ├── server/ <- the MCP server (the product) — see its README + SPEC.md
│ └── site/ <- marketing site (stale; predates the lens direction)
└── package.json <- npm workspaces rootnpm install && npm run build && npm testLinks
GitHub (canonical)
License
MIT
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