game-asset-mcp
This server is a local-first game-asset production toolset: it generates reference images, reconstructs 3D assets, textures, rigs, animates, validates, normalizes, and packages game-ready assets while keeping paid provider calls behind explicit spend controls.
Preview prompts for free –
preview_asset_promptshows the exact reconstruction prompt before any credits are spent.Generate reference images –
create_game_prop/generate_asset_referencecreate candidates from a brief;generate_reference_variationsexplores one design axis;select_referencerecords your choice.Create textured 3D models –
create_3d_assetreconstructs from a selected reference, local image, image URL, or text prompt;texture_existing_assetadds PBR materials to a mesh without changing geometry.Rig, animate, and retopologize –
rig_assetbuilds skeletons/skin weights,animate_assetapplies preset animations, andretopologize_assetrebuilds topology (quads by default).Generate sound effects –
generate_sound_effectcreates short game audio from text, with support for seamless loops.Track async jobs –
list_asset_jobsandget_asset_jobmonitor lifecycle;download_assetsaves finished models/textures with provenance before provider URLs expire.Inspect and validate assets locally –
inspect_assetreports mesh/material/UV/texture metrics;validate_game_assetchecks against an overridable shipping policy.Repair meshes with Blender –
normalize_meshgenerates missing UVs, welds vertices, cleans geometry, decimates, and fixes materials;batch_prepare_meshesvalidates and normalizes many meshes in one run.Extract PBR texture planes –
extract_pbr_triosplits materials into albedo, normal, roughness, metallic, and occlusion images with channel receipts.Monitor spending –
get_spend_reportshows estimated provider spend and remaining headroom under the configured limit.
Allows using a local Blender installation to repair and normalize meshes for asset preparation, including the repair half of normalize_mesh and batch_prepare_meshes.
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., "@game-asset-mcpGenerate a 3D asset from my reference image with PBR textures."
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.
Game Development Studio
Local-first tools for producing, packaging, vendoring, capturing, debugging,
and optimizing game assets and renders. The stable automation interface is the
game-dev command-line program and its JSON/JSONL protocol; five focused skills
and a native macOS companion build on that same inspectable boundary.
The project is designed for human developers and local coding agents that need more than a screenshot: immutable run bundles can combine render attachments, scene controls, logs, counters, timing samples, and provenance so a visual diagnosis has inspectable evidence behind it.
What it does
Drives Tripo 3D and Leonardo image/audio jobs through explicit, per-invocation spend authorization.
Inspects and validates GLB assets, normalizes meshes through Blender, and creates optional USDZ previews.
Builds content-addressed asset packages with hashes, receipts, provenance, licenses, validation results, and a rebuildable catalog.
Plans project vendoring before it writes and blocks unknown licenses, invalid packages, symlink escapes, and destination collisions by default.
Runs declarative, project-owned capture scenarios with independent authorizations for execution, GPU use, and hardware-performance collection.
Seals render outputs, semantic attachments, telemetry, logs, and metrics into verifiable run bundles.
Computes deterministic raster statistics, heatmaps, attachment-aware comparisons, metric summaries, and bounded optimization goals.
Ships a router and four focused Codex/ChatGPT skills without automatically installing anything into a user profile.
Related MCP server: Context3D MCP Server
Requirements
Node.js 22.5 or newer
macOS, Linux, or Windows for the CLI
Blender only for normalization or Blender-backed preview workflows
Tripo or Leonardo credentials only for the corresponding paid provider operations
A project adapter only when executing game-specific capture scenarios
The native companion requires macOS 26 and a Swift 6.2 toolchain to build from source. It remains optional: the CLI and skills do not require the app.
Repository layout
Path | Owns |
| Cross-platform |
| Router plus four focused Codex/ChatGPT skills |
| Declarative game-specific capture adapters |
| Native macOS 26 SwiftUI companion |
| Protocol, architecture, package, adapter, and app contracts |
| Reproducible public skills and binary-app repository templates |
| Byte-provenanced product art, screenshots, and publication copy |
See Repository layout for what each distribution ships and which outputs are generated rather than source-controlled.
Product tour

Product composition using the shipped skill names and metadata.

Marketing composition based on actual v1.0.0 CLI output, shortened for display. It illustrates the command contract; it is not a current-run claim.

The third image is explicitly a synthetic validation fixture. It demonstrates the diagnostic layout and evidence language; it is not a target-game capture, hardware GPU result, or performance claim.
Native macOS app
The repository also contains a native SwiftUI companion with four first-class
workspaces: Production, Library & Vendoring, Visual Debugging, and Performance.
It presents the existing local game-dev protocol through a
NavigationSplitView, system search and toolbar controls, a result inspector,
keyboard commands, a dedicated Settings scene, and explicit empty, loading, and
error states. Its complete bundle carries a closed, exact-rostered build of the
same CLI plus a direct Node runtime; it has no publisher-hosted backend.
Provider credentials are entered in masked fields, stored in the macOS Keychain, and shown only as configured or not configured. Paid provider calls, package construction, project vendoring, scenario execution, GPU capture, and hardware-performance collection use one-shot approval sheets. Vendoring and scenario execution are dry-run-first, and changing their planned inputs invalidates the current approval path. Sensitive operations bind that approval to the full local runtime-tree digest and execute a separately verified private snapshot, rather than trusting an arbitrary global CLI or PATH-selected Node.
From the repository root:
./script/build_and_run.sh --test
./script/build_and_run.sh --build-only
./script/build_and_run.sh # build and launch
./script/build_and_run.sh --verify # process-level launch check onlyThe helper produces
apps/macos/GameDevelopmentStudio/dist/GameDevelopmentStudio.app with an ad-hoc
signature for local development. It is not a Developer ID-signed, notarized, or
Mac App Store build. The --verify mode finding a live process after two
seconds does not prove window readiness, pixel correctness, workflow behavior,
accessibility, or human acceptance.

This is a full-resolution capture of one reviewed native macOS 26 runtime state:
the Visual Debugging workspace in the default Dark appearance after a successful
local doctor check. Its byte-level provenance is recorded separately. It does
not prove a target-game GPU capture, pixel correctness across the app, light-mode
behavior, accessibility, performance, signing identity, notarization, or human
acceptance.
See Native macOS app for the architecture, approval and Keychain boundaries, commands, local-bundle status, and exact evidence limits.
Install
From a published npm release:
npm install --global @theisegoria/game-development-studio
game-dev --versionFrom source:
git clone https://github.com/theisegoria/game-development-studio.git
cd game-development-studio
npm ci
npm run build
node dist/cli.js --helpNo provider call is made during installation, build, test, doctor, or
capabilities.
Quick start
Choose a workspace and inspect the local environment:
game-dev capabilities --output-dir ./asset-workspace --json
game-dev doctor --output-dir ./asset-workspace --json
game-dev credentials status --output-dir ./asset-workspace --jsonInspect an existing GLB without invoking Blender or a provider:
game-dev asset inspect ./model.glb --output-dir ./asset-workspace --json
game-dev asset validate ./model.glb --output-dir ./asset-workspace --jsonBuild and verify a canonical package. package build writes a new package even
though it has no --confirm flag, so review the resolved source, output
workspace, name, version, license, and collision behavior before authorizing
that exact invocation:
game-dev package build ./model.glb \
--name "Signal Beacon" \
--version 1.0.0 \
--license CC0-1.0 \
--output-dir ./asset-workspace \
--json
game-dev catalog list --output-dir ./asset-workspace --json
game-dev package verify PACKAGE_ID --output-dir ./asset-workspace --jsonProject admission is dry-run-first:
game-dev vendor admit PACKAGE_ID --project /path/to/game --json
game-dev vendor admit PACKAGE_ID --project /path/to/game --confirm --jsonThe second command is a new invocation with explicit write authorization. A plan does not become standing permission.
Paid provider jobs
Provider routes require game-dev 1.0.2 or newer. The account holder must
configure the provider credential outside ChatGPT, Codex, and the plugin
conversation, using a local credential mechanism they control. The CLI reads a
preconfigured environment value lazily and never accepts a key as a command
argument; the native macOS app can use Keychain. Never paste a key into a
conversation, request file, source file, log, screenshot, or support report.
Check presence without revealing the value:
game-dev credentials status --output-dir ./asset-workspace --jsonEvery paid invocation needs both approval and a finite estimated spend ceiling:
game-dev provider tripo generate \
--request ./requests/prop.json \
--approve-spend \
--spend-limit-cents 100 \
--output-dir ./asset-workspace \
--jsonlThese are optional user-operated requests made directly from the local CLI to the selected provider using the user's own account and API access. The publisher runs no proxy, shared account, credential service, resale layer, or provider job queue. Supported routes are:
Tripo:
generate,retexture,rig,retarget, andretopologizeLeonardo:
image-generateandsound-generate
The ceiling is a refusal guard based on estimated prices, not a provider invoice. Provider submission creates a durable local job before polling so an interruption does not erase what was requested or what may have been charged. Resuming a job requires fresh authorization.
Capture harness
An adapter is a declarative .game-dev/adapter.json owned by the target game.
It names scenarios, commands, parameters, declared capabilities, and the run
output contract. Installing a template and inspecting an adapter do not execute
the game.
game-dev adapter templates --json
game-dev adapter install genome-game --project /path/to/game --json
game-dev adapter install genome-game --project /path/to/game --confirm --json
game-dev scenario list --project /path/to/game --json
game-dev scenario plan trident-bay-contract --project /path/to/game --jsonExecution requires --confirm. A scenario that declares GPU or
hardware-performance capability additionally requires --allow-gpu or
--allow-performance for that invocation:
game-dev scenario run trident-bay-windowless-metal \
--project /path/to/game \
--request ./capture-parameters.json \
--confirm \
--allow-gpu \
--jsonlOnce the adapter has produced its staging output, the harness validates the closed artifact roster and hashes it into a sealed run bundle. Typical attachments include color, depth, normals, object IDs, material IDs, motion, and overdraw, but the adapter declares the exact set.
game-dev capture verify RUN_ID --json
game-dev visual analyze RUN_ID --json
game-dev visual compare BASELINE_RUN CANDIDATE_RUN \
--threshold 0 \
--output ./comparison \
--jsonl
game-dev performance compare BASELINE_RUN CANDIDATE_RUN --stat median --jsonSee Capture adapters for the manifest and output contract.
Skill suite
The distribution contains five self-contained skills:
game-development-studio: router and shared operating contractgame-asset-production: provider, inspection, normalization, and packaginggame-asset-vendoring: catalog, integrity, migration, and project admissiongame-visual-debugging: adapters, captures, telemetry, and raster evidencegame-performance-optimization: metrics and bounded optimization goals
List the exact packaged bytes:
game-dev skill list --jsonInstallation is dry-run-first and refuses symlinked targets or drifted existing copies:
game-dev skill install all --target /path/to/codex/skills --json
game-dev skill install all --target /path/to/codex/skills --confirm --jsonNothing in this repository installs into ~/.codex, Genome, or another game
project without an explicit confirmed command. The standalone plugin source is
published separately at
theisegoria/game-development-studio-skills.
Machine-readable protocol
--jsonemits exactly onegame_dev.result.v1object to stdout.--jsonlemits orderedgame_dev.event.v1records followed by one terminal result event.Logs and diagnostics go to stderr.
Secrets are redacted from structured errors, receipts, jobs, and URLs.
Persisted artifacts use atomic replacement and closed hash rosters where the format promises immutability.
Read CLI protocol before integrating the command with an agent or GUI.
Workspace layout
By default, ASSET_OUTPUT_DIR is ./assets/generated; durable state is
under $ASSET_OUTPUT_DIR/.game-dev.
assets/generated/
├── .jobs/ legacy-compatible asset job records
└── .game-dev/
├── jobs/ durable provider operations
├── packages/ canonical game asset packages
├── runs/ sealed capture bundles
└── catalog.sqlite3 rebuildable derived indexSet GAME_DEV_DATA_ROOT to place durable state elsewhere. See
Asset packages and Architecture.
Trust and evidence
Game Development Studio deliberately distinguishes evidence classes:
Source inspection proves only what is present in source.
Typecheck, unit, and contract tests prove those checks in the tested environment.
Blender-backed tests prove the exercised headless Blender workflows.
A valid capture bundle proves its declared files, hashes, controls, and adapter-reported telemetry.
Only a real admitted run can support hardware GPU or performance claims.
None of those automatically proves pixel correctness, causality, signing, notarization, or human visual approval.
Provider tests use local HTTPS fixtures and do not spend credits. Live-provider acceptance, target-hardware captures, and human review remain separate gates.
Development
npm ci
npm run typecheck
npm run lint
npm test
npm run verify
npm pack --dry-run --jsonThe full local suite may need permission to bind a loopback HTTPS fixture. Blender-gated tests run when Blender is discoverable and are independently enforced in CI.
See Contributing, Security, Privacy, and Terms.
License
MIT © 2026 Benjamin Michael Haire. Third-party providers, generated content, source assets, and vendored assets remain subject to their own terms and licenses.
Maintenance
Resources
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If you are the server author, to access and configure the admin panel.
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