Turn prompts into production-ready game assets — animated characters with their weapons attached, seamless textures, terrain, VFX, HUDs — and playable game kits.
GripForge is an MCP project maintained in the gripforgeai/mcp repository. The maintainer describes its purpose as “Turn prompts into production-ready game assets — animated characters with their weapons attached, seamless textures, terrain, VFX, HUDs — and playable game kits”. Read the project documentation for the complete scope.
The maintainer’s configuration uses https://gripforge.ai/mcp. Check the project’s account and authentication instructions when adding the endpoint to your client.
Project documentation · Repository · Discovery listing. This profile records the public documentation checked on 2026-10-08.
Check the linked publisher documentation and your connected client's tool list. Names and availability can vary with the server version and account permissions.
| Tool | What it does |
|---|---|
| gripforge_style_kit | resolve "Devil May Cry like" / "genshin" to locker ids |
| gripforge_generate_character | new T-pose + auto-rig into Library (10 credits). |
| gripforge_boss | playable boss kit (stats, phases, attacks, arena, engine snippets). |
| 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 / |
| 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). Writes out_dir (default ./gripforge-hud). 1 credit. |
| gripforge_hud_bar | original themed health-bar frame+fill PNGs. Writes out_dir. 2 credits. |
| gripforge_cape | cape bone grid + skinned attached_cape.glb + Godot/Three snippets. Writes out_dir (default ./gripforge-cape). 1 credit. |
| gripforge_formats | supported formats & options. |
| 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_input_kit | FPS InputMap (WASD + arrows). Write input.json, autoload GfInput. |
| 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. Pass character_id for 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… |
| gripforge_hitbox | body capsules + weapons[] from a bind or loadout. |
| gripforge_texture_prep | local path or texture_id → seamless blend + faithful |
| gripforge_vfx_generate | use preset set to slash-trail, slash-steel, slash-fire, slash-ice or slash-nature alone for a ready-to-play recipe without AI; otherwise text/image to an… |
| gripforge_shaders | list the authorized shader catalog ({ id, name, engines }). Search q=slash_reveal. |
| gripforge_shader_pull | id + engine (godot|unity|three) + out_dir → |
| gripforge_performance | analyze measured game FPS, frame timing, CPU/render |
| gripforge_gamekit_search | start here: search the catalogue by text, capability, tag or target; with project_id each hit carries its install state. |
| gripforge_gamekit_get | manifest, README, config schema + defaults, versions of one kit (with_usage lists the projects using it). |
| gripforge_gamekit_install | add a kit to a project; manifest dependencies are resolved automatically (dry_run to preview). |
| gripforge_gamekit_remove | uninstall a kit (force past kit_in_use, prune orphaned dependencies). |
| gripforge_gamekit_configure | merge config values or toggle enabled without uninstalling. |
| gripforge_gamekit_dependencies | dependency graph of a project, or the manifest tree of a catalogue kit. |
| gripforge_gamekit_update | update plan (dry-run) or apply=true to write the lockfile and run migrations; omit id for all kits. |
| gripforge_gamekit_deliver | plan (dry_run) then bundle of engine files for godot / unity / unreal (web is native); write bundle.files following plan.actions. |
| gripforge_gamekit_deliver_local | this npm client only) — same delivery straight into project_dir: hashes gripforge/, reads the lock, executes the actions with backups in gripforge/.backup/… |
| gripforge_gamekit_rollback_local | this npm client only) — restore the backups of the last delivery and put the previous lock back. |
| gripforge_game_capabilities | what the project provides, what is missing for a goal and which kits fill each gap. |
| gripforge_game_project | action=list|create|get|bind|data|delete on projects (bindings slot → lib_…, data collections, confirm=true to delete). |
| gripforge_game_play_url | browser play URL of the project's current revision ({ url, absolute }). |
{
"mcpServers": {
"gripforge": {
"url": "https://gripforge.ai/mcp",
"headers": {
"x-api-key": "YOUR_X_API_KEY"
}
}
}
}From the project documentation. Replace placeholders and example paths before connecting.
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