@gripforgeai/mcp
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**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):
**Claude Code**, in one line:
**Local, via npm** — when the agent must write files into your repository:
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:
Auth: x-api-key: gf_... header (or Authorization: Bearer). Assets are passed
as **URLs** (character_url, prop_url) — Tripo/Meshy download links work
directly.
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):
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).