Directory · #349 trending skills repo · ↗ +2 stars this week
Codex AI Game Studio
frabcd/codex-ai-game-studio
Codex AI game studio: 85 skills, 163 curated tools, Unity/Godot/Unreal/Blender workflows, img2threejs, reversible automation, and visual QA.
- Stars
- 22
- This week
- +2
- Forks
- 2
- Open issues
- 11
- Skills inside
- 95
Get started
Install the skills
npx skills add frabcd/codex-ai-game-studioInstalls into Claude Code, Codex, Cursor, OpenCode and the other agents it finds on your machine.
git clone --depth 1 https://github.com/frabcd/codex-ai-game-studio.git /tmp/codex-ai-game-studio
cp -r /tmp/codex-ai-game-studio ~/.claude/skills/codex-ai-game-studioClaude Code reads ~/.claude/skills/ (or .claude/skills/ in a project). Other agents read the same SKILL.md format from their own skills folder.
Inside this repo
48 of 95 skills
plugins/ai-game-studio-automation/skills/migrate-claudesetup-automationInspect a game project and propose the optional Codex hooks, scoped AGENTS.md guidance, and selected local agent profiles. Use when adopting the automation pack or changing its engine-specific project setup; never apply configuration before digest confirmation.plugins/ai-game-studio-automation/skills/setup-automationsetup-blenderInspect Blender and a game project, then propose the pinned local Blender MCP adapter with permissions, addon steps, health checks, and rollback. Use for Blender-assisted 3D generation or animation; never install the addon or server before digest confirmation.plugins/ai-game-studio-blender/skills/setup-blendersetup-godotInspect a Godot project and propose one compatible local Godot MCP adapter with exact pins, permissions, health checks, and rollback. Use for Godot editor automation setup or adapter replacement; never install or activate a server before digest confirmation.plugins/ai-game-studio-godot/skills/setup-godotimg2threejsTurn an object or character reference image into a quality-gated, animation-ready procedural Three.js model built in code. Use for image-to-3D reconstruction, detail-accurate object rebuilds, stylized or likeness-maximized characters, sculpt specifications, staged code generation, and multi-view visplugins/ai-game-studio-img2threejs/skills/img2threejssetup-macos-editionInspect a macOS game project and propose one native Apple Silicon or Intel Codex AI Game Studio setup, including deterministic alternatives for Windows, PowerShell, CUDA, or DirectML-only tooling. Use explicitly for macOS edition selection or cross-platform adaptation; never install, activate, downlplugins/ai-game-studio-macos/skills/setup-macos-editionsetup-pixelInspect a 2D game project and propose the pinned pixel-art MCP adapter or documented non-MCP editor alternatives. Use for Aseprite-based sprite automation; require digest confirmation before activating tools or changing assets.plugins/ai-game-studio-pixel/skills/setup-pixelsetup-unityInspect a Unity project and propose one compatible local Unity MCP adapter with exact pins, permissions, health checks, and rollback. Use for Unity editor automation setup or adapter replacement; never install or activate a server before digest confirmation.plugins/ai-game-studio-unity/skills/setup-unitysetup-unrealInspect an Unreal Engine project and propose one compatible local Unreal MCP adapter with exact pins, high-risk permissions, health checks, and rollback. Use for Unreal editor automation setup; require digest confirmation before any plugin or server change.plugins/ai-game-studio-unreal/skills/setup-unrealsetup-windows-editionInspect a native Windows game-development environment and propose one compatible Codex AI Game Studio edition with architecture, shell, package-manager, editor, GPU, MCP, permission, license, and rollback details. Use explicitly for Windows edition setup or for adapting a macOS-, POSIX-, Apple-Silicplugins/ai-game-studio-windows/skills/setup-windows-editionadoptBrownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from $ai-game-studio:prplugins/ai-game-studio/skills/adoptarchitecture-decisionCreates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.plugins/ai-game-studio/skills/architecture-decisionarchitecture-reviewValidates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASplugins/ai-game-studio/skills/architecture-reviewart-bibleGuided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after $ai-game-studio:brainstorm is approved and before $ai-game-studio:map-systems or any GDD authoring begins.plugins/ai-game-studio/skills/art-bibleasset-3d-generateSelect and run a licensed image-or-text-to-3D workflow, then validate topology, shading, UVs, LODs, collision, and engine import.plugins/ai-game-studio/skills/asset-3d-generateasset-auditAudits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.plugins/ai-game-studio/skills/asset-auditasset-specGenerate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.plugins/ai-game-studio/skills/asset-specbalance-checkAnalyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.plugins/ai-game-studio/skills/balance-checkbrainstormGuided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.plugins/ai-game-studio/skills/brainstormbug-reportCreates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.plugins/ai-game-studio/skills/bug-reportbug-triageRead all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.plugins/ai-game-studio/skills/bug-triagechangelogAuto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.plugins/ai-game-studio/skills/changelogcode-reviewPerforms an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.plugins/ai-game-studio/skills/code-reviewconsistency-checkScan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. text search-first approach — reads registry then targets only conflicting GDD sections rather than full documeplugins/ai-game-studio/skills/consistency-checkcontent-auditAudit GDD-specified content counts against implemented content. Identifies what's planned vs built.plugins/ai-game-studio/skills/content-auditcreate-architectureGuided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates plugins/ai-game-studio/skills/create-architecturecreate-control-manifestAfter architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).plugins/ai-game-studio/skills/create-control-manifestcreate-epicsTranslate approved GDDs + architecture into epics — one epic per architectural module. Defines scope, governing ADRs, engine risk, and untraced requirements. Does NOT break into stories — run $ai-game-studio:create-stories [epic-slug] after each epic is created.plugins/ai-game-studio/skills/create-epicscreate-storiesBreak a single epic into implementable story files. Reads the epic, its GDD, governing ADRs, and control manifest. Each story embeds its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after $ai-game-studio:create-epics for each epic.plugins/ai-game-studio/skills/create-storiesday-one-patchPrepare a day-one patch for a game launch. Scopes, prioritises, implements, and QA-gates a focused patch addressing known issues discovered after gold master but before or immediately after public launch. Treats the patch as a mini-sprint with its own QA gate and rollback plan.plugins/ai-game-studio/skills/day-one-patchdesign-reviewReviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.plugins/ai-game-studio/skills/design-reviewdesign-systemGuided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.plugins/ai-game-studio/skills/design-systemdev-storyRead a story file and implement it. Loads the full context (story, GDD requirement, ADR guidelines, control manifest), routes to the right programmer agent for the system and engine, implements the code and test, and confirms each acceptance criterion. The core implementation skill — run after $ai-gplugins/ai-game-studio/skills/dev-storyengine-automationPlan and execute approved Unity, Godot, Unreal, Blender, or pixel-editor automation through one compatible host adapter at a time.plugins/ai-game-studio/skills/engine-automationestimateEstimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.plugins/ai-game-studio/skills/estimategate-checkValidate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts. Use when user says 'are we ready to move to X', 'can we advance to production', 'check if we can start the next phase', 'pass the gate'.plugins/ai-game-studio/skills/gate-checkhelpAnalyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to doplugins/ai-game-studio/skills/helphotfixEmergency fix workflow that bypasses normal sprint processes with a full audit trail. Creates hotfix branch, tracks approvals, and ensures the fix is backported correctly.plugins/ai-game-studio/skills/hotfixlaunch-checklistComplete launch readiness validation covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.plugins/ai-game-studio/skills/launch-checklistlocalizeFull localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.plugins/ai-game-studio/skills/localizemap-systemsDecompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.plugins/ai-game-studio/skills/map-systemsmaterial-texture-generateGenerate and validate tileable, color-managed PBR material sets for a specified engine shader and texel-density budget.plugins/ai-game-studio/skills/material-texture-generatemilestone-reviewGenerates a comprehensive milestone progress review including feature completeness, quality metrics, risk assessment, and go/no-go recommendation. Use at milestone checkpoints or when evaluating readiness for a milestone deadline.plugins/ai-game-studio/skills/milestone-reviewnpc-audio-generateDesign and generate NPC dialogue, quests, voices, music, and sound with consent, narrative, localization, audio, and runtime gates.plugins/ai-game-studio/skills/npc-audio-generateonboardGenerates a contextual onboarding document for a new contributor or agent joining the project. Summarizes project state, architecture, conventions, and current priorities relevant to the specified role or area.plugins/ai-game-studio/skills/onboardpatch-notesGenerate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.plugins/ai-game-studio/skills/patch-notesperf-profileStructured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.plugins/ai-game-studio/skills/perf-profileplaytest-reportGenerates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.plugins/ai-game-studio/skills/playtest-reportDocumentation
README
Codex AI Game Studio

Turn a game idea—or an existing Unity, Godot, Unreal, or browser project—into a reversible, quality-gated Codex production workflow. Codex AI Game Studio plans games, finds compatible AI tools, reconstructs reference images as procedural Three.js models, generates and validates assets, and automates supported editors without silently installing tools or replacing source work.
Under the hood: 85 core skills, 95 bundled skills, 49 studio roles, 163 curated repository records, five editor MCP packs, and dedicated Windows and macOS editions.
Install in 60 seconds · See a real quality gate · Copy a production prompt · Contribute in 10 minutes
If it earns a place in your workflow, star the repository so another game developer can find it. If something is missing, choose a scoped good first issue and improve it with us.
Install
Codex, install Codex AI Game Studio from
https://github.com/frabcd/codex-ai-game-studio.
Add its marketplace, install the core plugin, inspect this project's OS,
engine, DCC tools, GPU, and existing MCP servers. On Windows or macOS, propose
exactly the matching edition; on Linux, keep the universal core. Include the
img2threejs plugin when this project needs image-to-procedural-3D work. Propose
one compatible setup with licenses, downloads, permissions, and rollback
steps, and wait for my confirmation before changing anything.
codex plugin marketplace add frabcd/codex-ai-game-studio --ref v1.1.1
codex plugin add ai-game-studio@frabcd-ai-game-studio
The command above pins the latest stable release. Contributors who intentionally
want the development snapshot can use --ref main instead.
Install the core plugin in Codex
Start a new task after installation. Type / and select an enabled skill, or invoke the router explicitly:
$ai-game-studio:start Help me turn this folder into a playable vertical slice.
The core plugin is self-contained and universal-directory-ready. Engine, DCC, pixel-art, and lifecycle-automation packs stay optional in this GitHub marketplace because they can execute local processes or control desktop applications.
Choose your edition
The repository ships two curated Codex distributions. Both include the universal core, automation and editor packs, and the Apache-2.0 img2threejs workflow; each includes exactly one matching platform planner.
Windows
codex plugin add ai-game-studio-windows@frabcd-ai-game-studio
codex plugin add ai-game-studio-img2threejs@frabcd-ai-game-studio
$ai-game-studio-windows:setup-windows-edition Inspect this machine read-only.
Prefer native Windows tools. If a useful workflow is macOS, POSIX, Homebrew,
Apple-Silicon, or Metal bound, adapt licensed portable source when testable;
otherwise compare verified Windows equivalents. Never claim binary
compatibility, and wait for my transaction digest before changing anything.
Download the Windows v1.1.1 edition · Windows tutorials
macOS
codex plugin add ai-game-studio-macos@frabcd-ai-game-studio
codex plugin add ai-game-studio-img2threejs@frabcd-ai-game-studio
$ai-game-studio-macos:setup-macos-edition Inspect this Mac read-only. Prefer
native Apple Silicon or Intel tools and Metal, MPS, Core ML, or CPU routes. If
a useful workflow is Windows, PowerShell, CUDA, or DirectML bound, adapt
licensed portable source when testable; otherwise compare verified macOS
equivalents. Disclose Rosetta and hosted fallbacks, and wait for my transaction
digest before changing anything.
Download the macOS v1.1.1 edition · macOS tutorials
Use v1.1.1 or later for marketplace-installed platform plugins. Version
v1.1.0 remains published for provenance but cannot hand an independently
cached platform descriptor to the core.
The edition ZIPs are convenience marketplaces, not preinstalled engines or models. A platform selection writes only transaction-listed project state; any package, application, MCP, model, Rosetta, WSL, or hosted-service change needs a separate confirmed proposal.
The 60-second quickstart
- Install the core with the two commands above. On Windows or macOS, add exactly one matching platform edition; on Linux, use the core directly. Start a new task.
- Type
/and choose AI Game Studio: Start, or write$ai-game-studio:start. - Describe the outcome—not the tooling. For example:
Make a two-minute Godot arena prototype from this concept art. - Codex inspects the project and machine read-only, searches the offline catalog, and returns one setup/workflow proposal.
- Review its exact pins, downloads, licenses, permissions, backups, and rollback. Confirm the displayed digest only if it is right.
- Codex applies exactly that transaction, validates the result, and records choices under
.ai-game-studio/.
No catalog entry is automatically cloned, no model weights are silently downloaded, and no existing source asset is replaced without human approval.
See a quality gate
This deterministic sprite fixture keeps the source pixels unchanged while the workflow detects baseline drift, loop seams, and inconsistent padding, produces a corrected candidate, and records human approval.
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Inspect all representative QA fixtures or read the current validation report. Production workflows apply the same evidence-first pattern to 3D topology, PBR materials, animation, audio, navigation, performance, visual regression, and playability.
Four ways to invoke it
| Surface | Use | Meaning |
|---|---|---|
Codex CLI /plugins |
Install, enable, update, or inspect plugins | Plugin management, not a game workflow |
Codex CLI / |
Browse enabled skills | Pick a workflow interactively |
Codex CLI/Desktop $ai-game-studio:skill |
Invoke one skill exactly | Stable, explicit workflow invocation |
ChatGPT Work @ |
Select an installed plugin or skill | Graphical plugin selection |
Deprecated custom-prompt aliases are intentionally absent. In IDE integrations that do not expose plugins, install or copy the standalone skills/ directories as a fallback; live hooks and plugin-bundled MCP packs require a plugin-capable Codex surface.
See the official Codex plugin guide and slash-command reference for the current product behavior.
What makes this a game studio
- Full production workflow: concept, GDD, architecture, backlog, prototype, vertical slice, content, QA, launch, live operations, and retrospectives.
- Generative asset pipelines: 2D sprites and tiles, image/text-to-3D, PBR materials, rigs, animation, worlds, dialogue, voices, music, and sound effects.
- Reference-to-code 3D: the pinned img2threejs forge turns suitable object or character references into procedural Three.js with strict spec, multi-angle, material, structure, and bounded-correction gates.
- Native platform editions: Windows and macOS planners detect the real host and convert incompatible workflows through tested source adaptations or disclosed capability equivalents.
- Tool routing: 163 curated GitHub repository records classified by capability, platform, runtime, GPU, licenses, permissions, risk, and maturity—usable offline.
- Editor automation: opt-in packs for Unity, Godot, Unreal, Blender, and pixel-art workflows, with one MCP server allowed per host application.
- Quality evidence: technical checks, multi-view visual review, temporal consistency, performance budgets, playability smoke tests, provenance, and before/after artifacts.
- Codex-native parity: 73 attributed workflows, 49 agent TOMLs, 12 mapped hook behaviors, 11 scoped rules, and 40 actual upstream templates from the pinned Claude Code Game Studios baseline, plus 12 new generative-game skills.
This project complements OpenAI's browser-focused Game Studio plugin. Its emphasis is cross-engine generative tooling, local editor routing, provenance, reversible automation, and production quality gates.
Safety model: inspect → propose → confirm → apply → verify
flowchart LR
A["Read-only detection"] --> B["One compatible transaction"]
B --> C{"User confirms digest?"}
C -- "No" --> D["No change"]
C -- "Yes" --> E["Pinned, scoped apply"]
E --> F["Health and quality gates"]
F --> G["Lockfile, evidence, rollback"]
Every mutating pack or platform command starts from pack plan or
edition plan. A transaction records plan_id, the detected environment,
exact actions, downloads, license findings, permissions, backups, rollback
operations, expiry, and a canonical digest. pack apply and edition apply
refuse missing, expired, altered, or unconfirmed digests.
Read-only inspection may identify executables, versions, project markers, MCP server names, GPU backends, VRAM, free disk, and whether required credential environment-variable names exist. It never reads or prints secret values.
“What should I say?”
Use plain outcomes. The router will select the specialist workflow.
| Goal | Prompt to paste |
|---|---|
| Adopt an existing game | $ai-game-studio:start Inspect this existing project, preserve its conventions, identify the riskiest production gap, and propose a reversible first milestone. |
| Start a new game | $ai-game-studio:prompt-to-game Turn this idea into a scoped playable prototype: [idea]. Ask only decisions that materially change the result. |
| Unity | $ai-game-studio:engine-automation Detect this Unity version and existing MCPs. Propose one compatible Unity adapter and a smoke test; do not install or edit until I confirm. |
| Godot | $ai-game-studio:engine-automation Prepare this Godot project for a two-minute vertical slice. Prefer native GDScript unless the existing project says otherwise. |
| Unreal | $ai-game-studio:engine-automation Inspect this Unreal project and propose a Blueprint/C++ workflow, one MCP adapter, validation map, and rollback. |
| Browser | $ai-game-studio:prototype Build a browser-playable vertical slice using this repository's existing stack and add screenshot plus interaction tests. |
| 2D sprites | $ai-game-studio:sprite-generate Create an eight-direction transparent character animation from these references, preserve the palette, and validate baselines, padding, loops, and rights. |
| 3D + PBR | $ai-game-studio:asset-3d-generate Reconstruct this prop for real-time use, then create a licensed PBR material set and validate topology, UVs, normals, LODs, collision, and engine import. |
| Image to procedural Three.js | $ai-game-studio-img2threejs:img2threejs Reconstruct this reference as an animation-ready procedural Three.js model. Run suitability and strict spec gates first, preserve evidence, render multiple views, and stop if the image cannot support the requested fidelity. |
| Windows toolchain | $ai-game-studio-windows:setup-windows-edition Inspect native Windows, architecture, editors, MCPs, and GPU routes. Adapt incompatible tools without claiming binary compatibility, propose one reversible setup, and wait for my digest. |
| macOS toolchain | $ai-game-studio-macos:setup-macos-edition Inspect this Mac, architecture, editors, MCPs, and Metal/MPS/Core ML routes. Adapt incompatible tools, disclose Rosetta limits, propose one reversible setup, and wait for my digest. |
| Rig and animation | $ai-game-studio:rig-animation Rig this character, retarget the supplied motions, and report weight errors, root motion, foot sliding, and loop continuity before export. |
| World generation | $ai-game-studio:world-generate Build a deterministic greybox for this level brief, prove spawn reachability and navigation, then propose the art pass. |
| NPC and audio | $ai-game-studio:npc-audio-generate Create the dialogue, quest logic, consent-safe voices, music, and SFX plan for this encounter; separate local and hosted options. |
| Visual QA | $ai-game-studio:visual-qa Compare the current build with its references from multiple views, classify material versus camera differences, and save regression evidence. |
| Quality enhancement | $ai-game-studio:quality-enhance Preserve every original, produce before/after previews, improve only verified defects, and wait for approval before replacement. |
| Claude migration | $ai-game-studio-automation:migrate-claude Plan a Claude-to-Codex migration for this repository. Show every AGENTS.md, TOML agent, rule, hook, and command mapping before writing. |
The complete tutorial workbook explains for every scenario what Codex inspects, what it asks, what it proposes, what it may change, expected artifacts, acceptance gates, and rollback.
Optional packs
Install only what the confirmed plan needs:
codex plugin add ai-game-studio-automation@frabcd-ai-game-studio
codex plugin add ai-game-studio-unity@frabcd-ai-game-studio
codex plugin add ai-game-studio-godot@frabcd-ai-game-studio
codex plugin add ai-game-studio-unreal@frabcd-ai-game-studio
codex plugin add ai-game-studio-blender@frabcd-ai-game-studio
codex plugin add ai-game-studio-pixel@frabcd-ai-game-studio
codex plugin add ai-game-studio-img2threejs@frabcd-ai-game-studio
codex plugin add ai-game-studio-windows@frabcd-ai-game-studio
codex plugin add ai-game-studio-macos@frabcd-ai-game-studio
| Pack | Pinned default | Inactive alternatives | What activation can access |
|---|---|---|---|
| Automation | Local standard-library Python | None | Project files and plugin data; hooks require /hooks trust |
| Unity | CoplayDev/unity-mcp |
IvanMurzak | Unity project/editor, local process, optional network during approved install |
| Godot | Coding-Solo/godot-mcp |
IvanMurzak | Godot project/editor, local process, optional network during approved install |
| Unreal | IvanMurzak/Unreal-MCP |
GenOrca | Unreal project/editor, local process, optional network during approved install |
| Blender | ahujasid/blender-mcp |
Documented add-ons remain external | Blender scene/editor, local process, optional network during approved install |
| Pixel | willibrandon/pixel-mcp |
Pixelorama and Tiled are non-MCP alternatives | Pixel assets/editor, local process, optional network during approved install |
| img2threejs | Upstream v1.4.3 / commit 9a8ecf1… |
Request more views, narrower fidelity, or another 3D route | Supplied references, project Three.js code, local Python quality harness |
| Windows edition | Native Windows amd64/arm64 |
WSL, hosted, or manual only when disclosed and confirmed | Read-only host metadata; confirmed edition state only |
| macOS edition | Native Darwin arm64/x86_64 |
Rosetta, hosted, or manual only when disclosed and confirmed | Read-only host metadata; confirmed edition state only |
Only one MCP server per host application may be active. Pack descriptors disclose source pins, commands, conflicts, supported OS/architecture, permissions, health checks, uninstall, and rollback. Merely enabling a pack does not download its upstream server; the inert adapter directs you through doctor, plan, and digest-confirmed apply.
Compatibility
| Capability | Desktop | CLI | IDE fallback | ChatGPT Work |
|---|---|---|---|---|
| Core skills and offline catalog | ✓ | ✓ | Standalone skills | ✓ |
/ skill picker |
✓ | ✓ | Surface-dependent | @ instead |
| Plugin marketplace | ✓ | ✓ | — | Workspace admin flow |
| Local hooks | ✓ | ✓ | — | — |
| Local editor MCP packs | ✓ | ✓ | MCP-dependent | — |
| Visual artifacts and screenshots | ✓ | Terminal links | IDE viewer | ✓ |
| Platform | Core | Doctor | Automation | Editor packs | GPU routing |
|---|---|---|---|---|---|
| Windows x64/arm64 | ✓ | Native + disclosed WSL fallback | PowerShell + Python | Per-pack support checked | CUDA, DirectML, CPU, WARP validation |
| macOS Intel/Apple Silicon | ✓ | Native + disclosed Rosetta fallback | zsh/POSIX + Python | Per-pack support checked | Metal, MPS, Core ML, CPU |
| Linux x64/arm64 | ✓ | Native + container clues | POSIX + Python | Per-pack support checked | CUDA, ROCm, Vulkan, CPU |
| Engine/workflow | Detection | Core guidance | Live optional pack |
|---|---|---|---|
| Unity | ✓ | ✓ | Unity pack |
| Godot | ✓ | ✓ | Godot pack |
| Unreal Engine | ✓ | ✓ | Unreal pack |
| Browser / Three.js / Phaser / R3F | ✓ | ✓ | img2threejs for reference-to-code models |
| Blender / glTF / FBX pipeline | ✓ | ✓ | Blender pack |
| Aseprite / pixel art / tiles | ✓ | ✓ | Pixel pack; Pixelorama/Tiled remain external |
“Supported” never means every external repository works everywhere. The catalog records native, claimed, unknown, and unsupported combinations. CUDA-only tooling on incompatible hardware triggers a capability/cost/quality comparison and a new confirmation—not a silent substitute.
Production quality gates
Every production recipe finishes with:
- Rights, consent, licenses, and generation provenance.
- Technical format and engine-import validation.
- Visual and temporal consistency from representative views.
- Runtime memory, frame time, draw calls, and asset budgets.
- Playability and interaction smoke tests.
- Screenshot or artifact regression evidence.
- Human approval before replacing source assets.
Specialized checks cover alpha and sprite baselines; mesh topology, normals, UVs, PBR channels, LODs, and collision; skin weights, root motion, foot sliding, and loop seams; navigation, lighting, and spawn reachability; audio peaks, loudness, and loop seams. Enhancement workflows always retain originals and create before/after previews.
See the deterministic before/after and representative QA fixtures for inspectable evidence covering sprites, meshes, rigs, animation, audio, scenes, visual regression, and gameplay smoke tests.
Offline catalog and live refresh
The checked-in catalog is the final fallback and contains all 163 repositories from the verified source snapshot. Stable curation is separate from volatile stars, releases, archive state, and activity. Search order is:
- Installed GitHub connector.
- Authenticated
gh. - Public GitHub metadata.
- Checked-in offline snapshot.
The weekly workflow refreshes only volatile metadata and opens a review pull request. It never pushes curation changes to main. Repositories are metadata—not vendored dependencies. Models, weights, datasets, engines, DCC applications, libraries, benchmarks, and starter projects remain external.
python plugins/ai-game-studio/scripts/ai_game_studio.py catalog search "text to 3d"
python plugins/ai-game-studio/scripts/ai_game_studio.py catalog recommend --capability mesh-generation --commercial
Unknown or custom code, weight, dataset, output, or commercial terms block commercial recommendations until a human reviews them.
Repository layout
.agents/plugins/marketplace.json Ten installable entries
plugins/ai-game-studio/ Universal core, 85 skills, CLI, catalog, recipes
plugins/ai-game-studio-automation/ Hooks, agents, rules, templates, migration
plugins/ai-game-studio-{engine}/ Optional inert MCP adapters and setup skills
plugins/ai-game-studio-img2threejs/ Pinned Apache-2.0 image-to-Three.js forge
plugins/ai-game-studio-{windows,macos}/ Native platform planners and adaptation rules
parity/ Pinned upstream coverage ledger
docs/ Tutorials, architecture, legal, migration, support
tests/ Unit, schema, hook, parity, platform, safety tests
sources/ Immutable catalog source snapshot
See Architecture, Catalog contribution guide, Claude migration map, and validation evidence.
Security, privacy, and rights
- No hosted backend: the core plugin does not operate a server, receive telemetry, or store credentials.
- Credentials: only environment-variable names are detected. Secret values are never catalog fields, plan fields, logs, or provenance output.
- Network and downloads: external access, model weights, and large downloads are disclosed before confirmation. Servers bind to stdio or localhost unless a user explicitly approves otherwise.
- Permissions: optional integrations can write the active project or control a local editor; their exact scope is in the transaction. Hooks must be reviewed in
/hooks. - Licenses: code, model weights, datasets, inputs, outputs, and commercial rights are tracked separately.
- Identity and voice: unlicensed identity references and voice cloning without documented consent are blocked.
- Third parties: optional tools remain governed by their own licenses, privacy notices, terms, model cards, and service costs.
Read the Security Policy, Privacy Notice, Terms, and Support before production deployment.
Provenance and Claude parity
The workflow baseline is adapted from Donchitos/Claude-Code-Game-Studios at commit 984023ddac0d5e27624f2baacde6105e45de375f under MIT. It is ported—not mechanically path-renamed—into current Codex skills, agent TOMLs, hooks, and generated AGENTS.md guidance. See NOTICE.md and the parity ledger.
Existing Codex ports were used only as prior-art references and were not copied.
The optional img2threejs workflow is pinned to upstream release v1.4.3 at
commit 9a8ecf129a58c1b557a1f03f7727f6295672cd51 under Apache-2.0. Its
runtime-focused vendored snapshot, modifications, and retained license are
recorded in NOTICE.md and
plugins/ai-game-studio-img2threejs/UPSTREAM.json.
Contributing and roadmap
Issues, pull requests, and Discussions are welcome. Start with the
10-minute contributor path,
browse good first issue, and read the
contributor verification policy. Catalog
changes require a canonical repository, primary-source evidence, separate
license findings, platform claims, permission review, and an immutable pin.
If this saves your team a production detour, starring the repository helps other game developers find the maintained catalog. Useful contributions matter more: add a verified integration, improve a recipe gate, or attach a reproducible QA fixture.
License
Original repository code is MIT. The optional vendored img2threejs plugin is Apache-2.0, and all other third-party sources and integrations keep their own licenses. See LICENSE and NOTICE.md.
Releases