Install
$ agentstack add mcp-robcost-gameforge ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ● Network access Used
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ● Environment & secrets Used
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
GameForge - Agentic Game Creator
[](LICENSE) [](https://nodejs.org/)
AI-powered game creation platform. Describe your game in plain English, watch an AI agent team build it collaboratively with live preview. Supports 2D games with Phaser 3 and 3D games with Three.js.
GameForge is a learning repo — it demonstrates how to build a multi-agent AI pipeline using the Claude Agent SDK and Google Gemini (Nano Banana for sprites, Lyria for music) to orchestrate a team of specialized AI agents that collaborate to produce working Phaser 3 (2D) and Three.js (3D) games.
What You Can Learn
- Claude Agent SDK patterns — programmatic agent control, subagents, structured tool use
- MCP tool servers — building custom Model Context Protocol tools for agent capabilities
- Multi-agent orchestration — designing pipelines where agents hand off work to each other
- Google Gemini Nano Banana — generating game sprites and backgrounds from text descriptions
- Google Lyria — composing background music via the RealTime WebSocket API
- Phaser 3 + Three.js game development — scaffolding, code generation, and live preview for 2D and 3D games
- Full-stack TypeScript — Nx monorepo, Next.js, Express, WebSocket, Zustand
How the AI Agent Pipeline Works
When a user describes a game in the chat, the orchestrator runs a sequential pipeline of specialized agents:
User Message
│
▼
┌─────────────┐ Creates a Game Design Document (GDD)
│ Designer │ with mechanics, art direction, and audio specs
└──────┬──────┘
│
▼
┌─────────────┐ Generates sprites and backgrounds via
│ Artist │ Google Gemini Nano Banana (runs if GDD has artDirection)
└──────┬──────┘
│
▼
┌─────────────┐ Composes background music via Google Lyria
│ Musician │ RealTime API (runs if GDD has musicDirection)
└──────┬──────┘
│
▼
┌─────────────┐ Writes Phaser 3 or Three.js TypeScript code
│ Developer │ using the GDD and generated assets via MCP file tools
└──────┬──────┘
│
▼
┌─────────────┐ Launches the game in Playwright, captures
│ QA │ screenshots, reports bugs back to the user
└──────┬──────┘
│
▼
User Feedback → loops back to Designer for iteration
Each agent uses the Claude Agent SDK with custom MCP tool servers. The orchestrator manages conversation context so agents can see prior work and iterate based on QA feedback.
Key Files to Study
| File | What It Demonstrates | |---|---| | [apps/orchestrator/src/agents/teamOrchestrator.ts](apps/orchestrator/src/agents/teamOrchestrator.ts) | Pipeline orchestration — how agents are sequenced and handed context | | [apps/orchestrator/src/tools/gameToolServer.ts](apps/orchestrator/src/tools/gameToolServer.ts) | MCP tool server — custom file tools that agents use to read/write game code | | [apps/orchestrator/src/agents/prompts/](apps/orchestrator/src/agents/prompts/) | Agent system prompts — how each agent role is defined | | [apps/orchestrator/src/assets/assetGenerator.ts](apps/orchestrator/src/assets/assetGenerator.ts) | Gemini Nano Banana integration — text-to-image generation for game sprites | | [apps/orchestrator/src/music/musicGenerator.ts](apps/orchestrator/src/music/musicGenerator.ts) | Lyria RealTime API — WebSocket streaming for music composition | | [apps/orchestrator/src/tools/assetToolServer.ts](apps/orchestrator/src/tools/assetToolServer.ts) | MCP tools for asset generation — generate_asset, get_asset_status | | [apps/orchestrator/src/tools/musicToolServer.ts](apps/orchestrator/src/tools/musicToolServer.ts) | MCP tools for music generation — generate_music, get_music_status | | [docs/research/](docs/research/) | API research notes — Claude Agent SDK, Gemini Nano Banana, Lyria, Phaser, Three.js |
Architecture
apps/
studio/ Next.js 16 frontend (port 4001) — chat + game preview
orchestrator/ Express + WebSocket backend (port 4000) — AI agent pipeline
packages/
shared-types/ TypeScript types shared across apps (messages, sessions, agents)
game-templates/ Phaser 3 and Three.js starter templates for scaffolding
sessions/ Runtime game project data per session (gitignored)
Quick Start
Prerequisites
- Node.js 20+
- npm 10+
- An
ANTHROPIC_API_KEYfor Claude (required) - A
GOOGLE_AI_API_KEYfor asset/music generation (optional)
Setup
# Install dependencies
npm install
# Copy environment variables
cp .env.example .env.local
# Edit .env.local and set ANTHROPIC_API_KEY (and optionally GOOGLE_AI_API_KEY)
# Build shared packages
npx nx run-many -t build --projects=shared-types,game-templates
Development
Run the orchestrator and studio in separate terminals:
# Terminal 1 — Orchestrator backend
npx nx serve orchestrator
# Terminal 2 — Studio frontend
npx nx dev studio
Then open http://localhost:4001 in your browser.
Docker
# Start all services
docker-compose up
# Start with E2E test runner
docker-compose --profile e2e up
Health checks are configured for both services. The studio waits for the orchestrator to be healthy before starting.
Environment Variables
| Variable | Required | Description | |---|---|---| | ANTHROPIC_API_KEY | Yes | Claude API key for the AI agent pipeline | | GOOGLE_AI_API_KEY | No | Google AI API key — enables Artist (Nano Banana) and Musician (Lyria) agents | | ORCHESTRATOR_PORT | No | Orchestrator HTTP/WS port (default: 4000) | | STUDIO_PORT | No | Studio frontend port (default: 4001) | | NEXT_PUBLIC_ORCHESTRATOR_URL | No | Studio → orchestrator REST URL (default: http://localhost:4000) | | NEXT_PUBLIC_ORCHESTRATOR_WS_URL | No | Studio → orchestrator WebSocket URL (default: ws://localhost:4000) |
Testing
Tests are mandatory for all code. Run them with:
# All tests
npx nx run-many -t test
# Single project
npx nx test studio
npx nx test orchestrator
npx nx test shared-types
npx nx test game-templates
# Type checking
npx nx run-many -t typecheck
Building
# Build all projects
npx nx run-many -t build
# Build specific project
npx nx build orchestrator
# View the project dependency graph
npx nx graph
Tech Stack
- Frontend: Next.js 16 (App Router), Tailwind CSS, Zustand
- Backend: Node.js, Express, WebSocket (ws), esbuild
- Game Engines: Phaser 3 (2D), Three.js (3D)
- AI: Claude Agent SDK (TypeScript), Claude Opus
- Asset Generation: Google Gemini Nano Banana (sprites, backgrounds)
- Music Generation: Google Lyria RealTime API (background music)
- Build: Nx monorepo, Vite (game projects)
- Testing: Vitest (unit/integration), Playwright (QA + E2E)
Documentation
- [
docs/research/](docs/research/) — API research notes on Claude Agent SDK, Gemini Nano Banana, Lyria, Phaser 3, Three.js - [
docs/demo-walkthrough.md](docs/demo-walkthrough.md) — Step-by-step walkthrough of a demo session
Build Journey
This project was built iteratively in phases. See [tasks/todo.md](tasks/todo.md) for the full phase-by-phase development log, and [tasks/lessons.md](tasks/lessons.md) for lessons learned during the build.
License
[MIT](LICENSE)
Source & license
This open-source MCP server is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: robcost
- Source: robcost/gameforge
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.