mcp
The tools your AI needs to make your games. Turn prompts into production-ready game assets — animated characters with their weapons attached, seamless textures, terrain, VFX, HUDs — and playable game kits Unity, Godot, Unreal or Three.js can load.
Install / Use
claude mcp add gripforgeai -- npx -y github:gripforgeai/mcpIf the server publishes to npm under a different name, use that package instead — check the repo README.
MCP Server
Model Context Protocol server
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Our assessment of mcp
mcp scores 75/100 on our quality scale, 219th of 248 Other skills we index.
Its MCP Server is 17 KB long, well organised into 14 sections with 11 code examples: a thorough specification that gives an agent plenty to work with.
It has 3 GitHub stars, so there is little community track record yet; judge it on its content.
Maintenance, license and trust
- The repository was last updated today, so mcp is actively maintained.
- It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
- Its trust signals score 92/100, with 1 caution from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
mcp compared with similar skills
All 4 of these similar skills score higher than mcp; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| mcp (this skill)by gripforgeai | 75 | 3 | today | MCP Server |
| Agent-Reachby Panniantong | 100 | 91.8k | 20d ago | CLAUDE.md |
| headroomby headroomlabs-ai | 100 | 74.5k | today | CLAUDE.md |
| CowAgentby zhayujie | 100 | 47.2k | today | CLAUDE.md |
| Scraplingby D4Vinci | 100 | 85.9k | 1d ago | MCP Server |
Frequently asked questions
- How do I install mcp?
- Run
claude mcp add gripforgeai -- npx -y github:gripforgeai/mcp. The install tabs above show the steps for each supported agent. - Which AI agents does mcp work with?
- It is written for Claude Code, Claude Desktop and Cursor, as a MCP Server file. Other agents that read the same format can often use it too.
- Is mcp safe to use?
- It is MIT-licensed and scores 92/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is mcp still maintained?
- The repository was last updated today, so mcp is actively maintained.
Skill content
View source on GitHub@gripforgeai/mcp
The tools your AI needs to make your games.
Turn prompts into production-ready game assets — animated characters with their weapons attached, seamless textures, terrain, VFX, HUDs — and playable game kits.
MCP client for the GripForge API — from Claude Code, Cursor, Windsurf, VS Code or any MCP client.
How to use
Hosted — nothing to install. Point any remote-capable MCP client at https://gripforge.ai/mcp
with your API key (create one here):
{
"mcpServers": {
"gripforge": {
"url": "https://gripforge.ai/mcp",
"headers": { "x-api-key": "gf_..." }
}
}
}
Claude Code, in one line:
claude mcp add --transport http gripforge https://gripforge.ai/mcp --header "x-api-key: gf_..."
Local, via npm — when the agent must write files into your repository:
{
"mcpServers": {
"gripforge": {
"command": "npx",
"args": ["-y", "@gripforgeai/mcp"],
"env": { "GRIPFORGE_API_KEY": "gf_..." }
}
}
}
Key features
- Characters that move. Describe one, get a rigged T-pose with an animation set — idle, run, attack — ready to drop into a scene.
- Weapons in hand. GripForge finds the hand bone on any rig, scales the prop, closes the fist around the grip, and returns the bind plus Three.js, Unity and Godot snippets.
- Seamless textures. Tileable material sets from a prompt or from your own image, upscaled without invention.
- Terrain and maps. Playable room graphs, top-down shooter layouts with spawns and lanes, greybox reconstruction from references.
- VFX and HUD. Animated effects and interface kits exported for your engine.
- Playable game kits. Assemble modular capabilities — movement, combat, enemies, worlds — into a game that runs in the browser, then bind your own assets to it.
- One Library. Everything generated lands in a locker your engine can pull from, and that your agent can search by look ("Devil May Cry like", "genshin").
Use cases
- "Attach this sword to my knight, right hand, then export the armed GLB." — the agent handles the bone, the scale and the fist; you get a file that loads.
- "Make me a boss for an ashen underworld, with three phases and an arena." — stats, attacks and engine snippets come back together.
- "Give this floor a mossy cobblestone texture that tiles." — a seamless set, saved to the Library.
- "Build a playable roguelike slice I can try in the browser." — a game kit project with its assets bound, playable from a link.
FAQ
Do I need to install anything? No. The hosted endpoint works from any MCP client that speaks streamable HTTP. The npm package exists for one reason: letting the agent write files directly into your repository.
Which engines are supported? Unity, Godot, Unreal and Three.js — assets come with the binds and snippets each one expects.
How is it billed? Credits, per generation. Reading the Library, animating an existing character, level and map kits cost nothing; generating a character or a weapon costs 10.
Where do my assets live? In your workspace Library. You can pull them into your repository, push your own, and share them with the community catalog.
Can I use my own concept art? Yes — pass an image and GripForge builds the T-pose sheet from it rather than inventing a character.
Hosted endpoint
No Node required — point any remote-capable MCP client at:
https://gripforge.ai/mcp
Auth: x-api-key: gf_... header (or Authorization: Bearer). Assets are passed
as URLs (character_url, prop_url) — Tripo/Meshy download links work
directly.
// Cursor (.cursor/mcp.json)
{
"mcpServers": {
"gripforge": {
"url": "https://gripforge.ai/mcp",
"headers": { "x-api-key": "gf_..." }
}
}
}
Example
"Attach this sword to my knight, right hand, then export the armed GLB."
The agent calls gripforge_attach with the two asset URLs (or local paths with
the npm package); GripForge finds the hand bone, scales the prop to the
character's hand, closes the fist around the grip and returns the bind JSON,
ready-to-paste Three.js / Unity / Godot snippets, and optionally the armed GLB.
To forge a character from a picture (not from a text prompt), pass
concept_item (a Library lib_… T-pose/concept), or with the npm package a
local path / file_url. That is Meshy image-to-3D. Without those fields the
tool is text-to-3D only.
Install (any MCP client)
Add the server to your client's MCP config (.mcp.json, mcp.json, settings — the shape is the same everywhere):
{
"mcpServers": {
"gripforge": {
"command": "npx",
"args": ["-y", "@gripforgeai/mcp"],
"env": { "GRIPFORGE_API_KEY": "gf_..." }
}
}
}
Get an API key at https://gripforge.ai/login — Free: 15 Studio attaches + 3 API/MCP trial attaches / month. Credit packs from €29 (100 credits, never expire).
Install (Grok)
grok mcp add gripforge --env GRIPFORGE_API_KEY=gf_... -- npx -y @gripforgeai/mcp
Or in ~/.grok/config.toml:
[mcp_servers.gripforge]
command = "npx"
args = ["-y", "@gripforgeai/mcp"]
enabled = true
startup_timeout_sec = 45
[mcp_servers.gripforge.env]
GRIPFORGE_API_KEY = "gf_..."
Also works with Cursor, Windsurf and any MCP-compatible client — same
command / args / env triple.
Tool reference
Hosted HTTP MCP (https://gripforge.ai/mcp) is always current. This npm package
writes files into the repo (out_dir), including gripforge_hud,
gripforge_hud_bar and gripforge_cape. Hosted-only: gripforge_make_seamless.
Full list: https://gripforge.ai/mcp-docs
gripforge_style_kit— resolve "Devil May Cry like" / "genshin" to locker ids already tagged with that look. Call this before generating. Reuse the ids.gripforge_generate_character— new T-pose + auto-rig into Library (10 credits).kind=enemyor the word "enemy" in the prompt. Skip this if style_kit already returned a character.gripforge_boss— playable boss kit (stats, phases, attacks, arena, engine snippets). 0 credits. Reuses a locker enemy.generate=trueforges a new kind=enemy (10 credits). Thengripforge_animatewith the returned archetype.gripforge_concept_correct— concept image → strict T-pose sheet (1 credit).gripforge_attach— character + prop (paths or Library ids) in, bone-local bind + Three.js / Unity / Godot snippets out. Styles: melee, gun, shield, staff (scythe/polearm).attach_idreuses an armed bind as the character;prop_id_2/prop_path_2attaches a second held item (off-hand). Withexport_glb: true(+out_dir) it also writesattached.glb: the character with the fist closed and the prop attached, textures preserved — use this for mitten-hand rigs, whose closed fist cannot travel in a JSON bind.gripforge_loadout— multi-weapon character in one call (sets + manifest + clips). 1 credit / prop.gripforge_generate_weapon— Meshy weapon GLB into Library (kind=weapon, polycount, style=melee|gun). 10 credits. Not generate_character.gripforge_hud— survivor HUD kit (hud.json+ PNGs +.tscn+ snippets). Writesout_dir(default./gripforge-hud). 1 credit.gripforge_hud_bar— original themed health-bar frame+fill PNGs. Writesout_dir. 2 credits.gripforge_cape— cape bone grid + skinnedattached_cape.glb+ Godot/Three snippets. Writesout_dir(default./gripforge-cape). 1 credit.gripforge_formats— supported formats & options.gripforge_library_list/get/push/pull/tag— the Library locker.kind=animation|audiois valid.pullwrites the mesh and VFX sidecars (tex0..png/json) into the open repo (out_dir, default./gripforge-library). Saving a bind after attach is not a second credit.gripforge_audio_kit— locker SFX + music for a game look. Free.gripforge_animate— clip pack onto a Mixamo Library char (archetype sword/claws/heavy/brawler/puppet). 0 credits.gripforge_retarget— clip from skeleton A onto skeleton B.gripforge_rest_pose— arms-down rest computed against this mesh (weapons stay on an armed bind).gripforge_render— server PNG preview so the agent can see without a browser.gripforge_scene_kit— locker props + suggested layout for a game look.gripforge_light_kit/gripforge_font/gripforge_navmesh— lights+fog, webfont+ranks, walkable AABB. 0 credits.gripforge_input_kit— FPS InputMap (WASD + arrows). Write input.json, autoload GfInput. Optionalthird_person: trueadds portable character-facing JavaScript and a Three.js integration example; the existing input map is unchanged. 0 credits.gripforge_viewmodel_kit— CS-style FPS arms + gun under Camera3D/Hold. Write viewmodel.json + gf_viewmodel.gd. 0 credits.gripforge_loading_page— overlay html/css/js + Godot/Unity/Unreal. Passcharacter_idfor a 16:9 still (1 credit).gripforge_level— playable room graph from a prompt. 0 credits.gripforge_map_plan— top-down FPS/bomb map (spawns, sites A/B, lanes, walls). Preview: https://gripforge.ai/map-plan?prompt=dust2. 0 credits.gripforge_map_wires— sagging electrical spans (2 anchors + sag), not a cable mesh. Pair with map_plan. 0 credits.gripforge_map_look— still → camera + dressing ids (shot21a A-site). LINK only, never Meshy image-to-3d. 0 credits.gripforge_map_reconstruct— collect → graph → greybox → zone → camera match → dress. Dust II Valve IP: greybox benchmark only, no BSP. stage=dress = original textures + props + wires. 0 credits.gripforge_hitbox— body capsules +weapons[]from a bind or loadout.gripforge_texture_prep— local path ortexture_id→ seamless blend + faithful lanczos upscale (1×/2×/4×, max 1024 or 2048). Writes the PNG intoout_dirand returns the Library albedo URL. Not a generator. No credit.gripforge_vfx_generate— usepresetset toslash-trail,slash-steel,slash-fire,slash-iceorslash-naturealone for a ready-to-play recipe without AI; otherwise text/image to an editable animated VFX specification (admin keys). Acceptsprompt,visual_style, and either a base64image_dataor an owned Libraryimage_id.gripforge_vfx/gripforge_vfx_preview— save/export and sample VFX (admin keys). Pass generatedemittersandgenerationalong with the effect parameters to preserve the generated result.gripforge_shaders— list the authorized shader catalog ({ id, name, engines }). Searchq=slash_reveal.gripforge_shader_pull—id+engine(godot|unity|three) +out_dir→ write sources into the repo and return an assignment snippet. v1 pull is free.gripforge_performance— analyze measured game FPS, frame timing, CPU/render submission, optional GPU timing and network latency. Retrieve an explicitly shared workspace capture or provide a report directly. 0 credits.
Game Kits (modular)
Composable gameplay kits (vehicle.driveable, mission.objectives, npc.wanted…)
installed into a Game Kit project (gkp_…) with dependency resolution, a lockfile
and a browser play URL, then delivered into Godot, Unity or Unreal projects. All 0 credits
except the first delivery of a kit major version to an engine (1 credit per workspace).
Full parameters: https://gripforge.ai/mcp-docs
gripforge_gamekit_search— start here: search the catalogue by text, capability, tag or target; withproject_ideach hit carries its install state.gripforge_gamekit_get— manifest, README, config schema + defaults, versions of one kit (with_usagelists the projects using it).gripforge_gamekit_install— add a kit to a project; manifest dependencies are resolved automatically (dry_runto preview).gripforge_gamekit_remove— uninstall a kit (forcepastkit_in_use,pruneorphan
Truncated for display — read the full file on GitHub.
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From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.
