OO

openaigames/openaigamesdesigner

Developer tools
23 stars Quality 61 Trend 25MIT

Skills, asset pipelines, and runtime tools for AI-assisted game development with Godot, Unity, Unreal Engine, Three.js, and Phaser.

Overview

includes covering design, art, animation, audio, programming, and testing, with . It provides project integration and runtime validation tools for , uses for asset processing, and connects to external services for . Gameplay captured from projects built with the toolkit. FPS Game Open gameplay video Action Game Open gameplay video The five stages are . Start with an existing project, assets, design documents, or a new idea. Enter at any stage and complete the consecutive stages your task needs. Confirm the required information and tools, deliver the agreed work, and revisit only the affected parts when problems arise. You make the key creative decisions. The agent works within the agreed scope and saves design decisions, engineering changes, and test results in the project so development can continue later.

README

OpenAIGamesDesigner helps AI agents and developers turn game ideas into playable projects.

OpenAIGamesDesigner includes 16 game development skills covering design, art, animation, audio, programming, and testing, with a five-stage workflow, asset discovery, asset tracking and version management, and a project workbench. It provides project integration and runtime validation tools for Godot, Unity, Unreal Engine, Three.js, and Phaser, uses Blender for asset processing, and connects to external services for image, 3D model, video, and audio generation.

Game Demos

Gameplay captured from projects built with the toolkit.

Development Workflow

The five stages are Project Definition → Gameplay Validation → Production Validation → Content Production → Final Delivery. Start with an existing project, assets, design documents, or a new idea. Enter at any stage and complete the consecutive stages your task needs. Confirm the required information and tools, deliver the agreed work, and revisit only the affected parts when problems arise.

You make the key creative decisions. The agent works within the agreed scope and saves design decisions, engineering changes, and test results in the project so development can continue later.

Quick Start

Download and extract this repository, or clone it:

git clone https://github.com/openaigames/OpenAIGamesDesigner.git
cd OpenAIGamesDesigner

Install Python 3.10+. Configure game engines and asset tools as your project requires. Follow your agent host’s instructions for installing skills.

Installation and updates → · Tool guide → · Documentation →

Project Workbench

Browse project assets, preview models and embedded animation, inspect generation jobs, and configure generation services in one workbench.

Open the Workbench

Ask your agent:

Open the workbench for this game project so I can browse its local assets.

A game directory is enough to get started; you do not need to register all art assets first. The workbench opens on request, not automatically when a project is created. You can also run this from the repository root, or from game-preproduction/runtime/ in an installation:

python tools/project_workbench.py --project "ABSOLUTE_PATH_TO_GAME_PROJECT"

The service opens a browser when it starts.

Launch options and commands → · Categories and character previews →

Game Asset Collection

The collection covers 2D, 3D, animation, VFX, audio, fonts, and engine modules, with free and paid options identified. Selected sources:

Source Content Pricing
Kenney 2D, 3D, UI, sound effects Individual packs are free; consolidated collections are paid
Quaternius Low-poly 3D, characters, animation Free assets and paid expanded editions
Poly Haven 3D, PBR materials, HDRIs Public assets are free
Effekseer VFX examples Free
Freesound Sound effects and ambience Free; account required
Fab Models, animation, VFX, audio, engine modules Free and paid assets

Full collection, pricing notes, and acquisition steps →

Engines and Tools

Choose an engine or framework for the project’s goals. Keep the existing tools when taking over a project. To connect an agent to an editor or external service, follow the MCP (Model Context Protocol) setup guides.

Engine or framework Guide
Three.js · 3D web games Three.js
Phaser · 2D web games Phaser
Godot Godot
Unity Unity
Unreal Engine Unreal Engine

Asset tools support Seedream images and Seedance video, Tripo / Hunyuan3D, ElevenLabs sound effects and music, local credential settings, asset discovery and registration, and local image, audio, and Blender commands. Numerical tools exchange parameters between linked game JSON files and CSV or Excel spreadsheets.

See Tripo API configuration for supported generation inputs and task recovery.

Add the modules your project needs:

Task Guide
Input, movement, cameras, saves, feedback, interaction, navigation Runtime components
Character retargeting, animation checks, and repair Motion processing
Locomotion blending, turning, layers, root motion, and foot/hand constraints Animation playback
Parametric parts, terrain, and modular scenes Procedural generation
Static model import, graybox replacement, and scene handoff Static scenes

Runtime components and animation playback provide Godot and UE 5.8 integrations. Components are copied into each game; input, rules, assets, and configuration belong to that project. Existing games can adopt only the parts they need.

Engine integration · Asset tools · Spreadsheet round trips · Validation

Project Files

About the project · Documentation index

Toolkit Directory

OpenAIGamesDesigner/
├── skills/                         # Specialist skills and references
│   ├── game-preproduction/         # Production, stages, and change coordination
│   ├── game-concept/               # Concept, core experience, and game pillars
│   ├── game-design/                # Systems, progression, economy, and GDD index
│   ├── game-numerical-design/      # Formulas, curves, probability, and balance
│   ├── game-combat-design/         # Controls, moves, enemy decisions, and tuning
│   ├── game-level-design/          # Space, routes, encounters, and playable layouts
│   ├── game-art-direction/         # Visual direction and asset consistency
│   ├── game-character-art/         # Characters, weapons, and equipment
│   ├── game-environment-art/       # Environments, materials, lighting, and dressing
│   ├── game-animation-pipeline/    # Animation production, calibration, and handoff
│   ├── game-vfx-design/            # Combat, movement, and environmental effects
│   ├── game-audio-design/          # Sound, music, mixing, and listening reviews
│   ├── game-ui-ux/                 # Interfaces and complete interaction flows
│   ├── game-technical-art/         # Rigs, retargeting, sockets, and import
│   ├── game-technical-design/      # Architecture, implementation, and integration
│   └── game-prototype-validation/  # Design, runtime, quality, and delivery checks
├── workflows/                      # Intake, prototypes, slices, changes, and delivery
├── templates/                      # Project documents, specifications, and examples
├── tools/                          # Workbench, execution, assets, and numerical exchange
├── adapters/                       # Engine and external-tool integrations
│   ├── engines/
│   │   ├── godot/                  # Godot commands and integration
│   │   ├── unity/                  # Unity execution, authoring, and C# helpers
│   │   ├── unreal/                 # UE execution, authoring, and Python helpers
│   │   ├── threejs/                # Web 3D
│   │   ├── phaser/                 # Web 2D
│   │   ├── runtime_components/     # Input, movement, state, feedback, interaction, navigation
│   │   ├── motion/                 # Animation import and native sampling
│   │   ├── motion_playback/        # Playback, blending, root motion, and constraints
│   │   ├── action_timing/          # Action timing editing and preview
│   │   └── static_scene/           # Static scene import, replacement, and reception
│   ├── assets/                     # Generation APIs, discovery, and local processing
│   └── processing/                 # Blender and other asset processing
├── docs/                           # Project overview, installation, and navigation
├── schemas/                        # Configuration, task, and output record formats
├── tests/                          # Automated checks, scenarios, and tool fixtures
└── dist/                           # Locally generated skill bundles

Game Project Directory

Keep discussions, design documents, and the editable game together in your project directory. Six documents capture the main design and development information. Add detailed designs, tasks, assets, and test reports as needed and connect them with links.

MyGame/
├── Project Management.md       # Stages, document index, changes, and next steps
├── Game Concept.md             # Positioning, core experience, and game pillars
├── Game Design Document.md     # Gameplay, systems, and numerical design
├── Art Direction.md            # Visual direction, presentation, and asset records
├── Technical Design.md         # Architecture, interfaces, and implementation paths
├── Risk & Assumption List.md   # Risks, validation plans, and observed results
├── design/                     # Detailed feature, asset, and numerical specifications
├── production/                 # Tasks, milestones, and important decisions
├── assets-source/              # Source assets or external asset references
├── game/                       # Editable game project
├── tests/                      # Test and playtest reports
├── .openaigame/                # Tool configuration and task records
├── runs/                       # Logs, input snapshots, and execution results
└── builds/                     # Build outputs

Record known information when starting a project and mark open questions for discussion. Later, update only the documents affected by the task and summarize changes in project management. Revise the concept when the game’s positioning changes.

Track asset names, sources, licenses, and production status in the art document or an existing asset registry. Keep only information that affects the overall direction in the game concept.

Existing projects can retain equivalent documents and their own directory layout. Game-specific information stays in the game project; the skill installation holds reusable methods and tools.

License

The toolkit uses the MIT License, permitting use, modification, redistribution, and commercial use with the license and copyright notice retained. Third-party components and assets have their own terms; see Third-party notices.

View the full README on GitHub

Recommended Tools

Try a different keyword or remove a filter.

Install

npx skillfish add openaigames/openaigamesdesigner
New to MCP? Start with the mcpskill.org guide →