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Game Builder Tools Reference

Complete reference for all 27 Game Builder MCP tools across 3 phases.

Game Builder Tools Reference

This page documents all 27 Game Builder tools. They are grouped by stage and phase. Each tool is an MCP tool callable from any compatible AI assistant (Claude, Cursor, Windsurf, etc.).

Phase 1 — Core Game Planning

Stage 1: Vision

create-game-design

Initialize a new game design document.

ParameterTypeRequiredDescription
titlestringYesWorking title for the game (max 255 chars)
project_iduuidNoOptional project UUID to associate

Returns: UUID, title, status (vision)

Example: "Start a new game design called 'Dungeon Crawler'"

set-game-vision

Set the core vision — elevator pitch, platforms, and playtime.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID
elevator_pitchstringYesOne-sentence description (max 500 chars)
target_platformsstring[]NoPlatforms: pc, mobile, web, console
target_playtime_minutesintegerNoEstimated playtime (5-10000 min)

Example: "Set the vision: 'Stardew Valley meets Hades in a procedurally generated dungeon', platforms: pc, playtime: 600 minutes"

set-game-genre

Set the genre or genre-mix (supports blending up to 3 genres).

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID
genrestring[]Yes1-3 genres from the supported list

Supported genres: action-platformer, rpg, farming-sim, roguelike, creature-collector, metroidvania, top-down-adventure, tower-defense, puzzle, visual-novel

Example: "Set genre: farming-sim + roguelike"

set-game-comparables

Set comparable games with specific aspects to emulate.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID
comparablesobject[]YesArray of {name, aspects[]}

Example: "Stardew Valley (farming, relationships), Hades (combat, progression)"

set-game-story

Set the narrative story and core theme.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID
storystringYesNarrative premise (max 5000 chars)
themestringNoCore theme (e.g. "redemption", "discovery")

get-game-design

Read the full game design document at any stage. Returns all sections: vision, scope, design bible, art, assets, review scores.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Stage 2: Scope

set-game-scope

Set team size, development timeframe, and quality target.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID
team_sizestringYessolo, small, medium, large
development_timeframestringYesweekend, month, quarter, year
quality_targetstringYesprototype, indie, steam-quality

estimate-game-scope

Generate a realistic scope estimate with caps on enemies, biomes, NPCs, items, and total assets. Must be called after set-game-scope.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: max_enemy_types, max_biomes, max_npcs, max_items, estimated_total_assets, risk_factors[]


Stage 3: Bible

generate-core-loop

Generate a structured core gameplay loop based on genre.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: primary_loop (phases), secondary_loops[], meta_loop, player_actions[]

generate-game-bible

Generate the complete design bible including progression, economy, combat, narrative, controls, and UX.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

lock-creative-direction

Lock the creative direction. Once locked, it is validated against all future design decisions.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID
visual_stylestringYese.g. pixel-art, cell-shaded, hand-drawn
tonestringYese.g. lighthearted, dark, comedic
music_stylestringNoe.g. chiptune, orchestral, synthwave
narrative_stylestringNoe.g. character-driven, lore-heavy, minimalist
confirmbooleanYesMust be true to lock

Stage 4: Asset Planning

discover-game-assets

Recursively discover all needed assets using a hybrid config + expansion approach. Genre-based guarantees + mechanic-triggered additions.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: Complete asset manifest organized by category (characters, enemies, tilesets, ui, sfx, music, etc.) with total count.

generate-asset-dependency-graph

Build a dependency graph showing relationships between all assets.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: Nodes (assets) and edges (relationships) with counts.

generate-asset-prompts

Generate AI generation prompts for every asset. Prompts are pre-filled with style DNA and genre context.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: Complete prompt tree organized by category.

estimate-asset-budget

Estimate total asset count by category and identify complexity risks.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: Budget breakdown (sprites, backgrounds, UI, SFX, music, etc.), total count, risk factors.


Stage 5: Review & Export

review-game-design

Multi-criteria review across Fun, Cohesion, Scope Risk, and Market Fit.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: Scores (0-10 per criteria), overall ship probability, issues with severity, recommendations.

export-game-repository

Export the complete game design as a production-ready repository with markdown files and structured data.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: File listing with count (includes game bible, vision, scope, asset manifest, prompts, genome JSON, dependency graph, scope report).


Phase 2 — Style DNA

extract-style-dna

Extract structured visual DNA from comparable games and genre configuration.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: Style DNA profile with perspective, saturation, contrast, palette size, lighting, proportions, animation style, mood, shape language, color script, and references.

generate-art-direction-bible

Build the full art direction bible including shape language, color script, suggested palette, and style health scores.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Requires extract-style-dna to have been called first.

validate-style-consistency

Check current style DNA against locked creative direction. Returns any violations.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

suggest-palette-from-dna

Suggest a color palette based on the mood and style DNA.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: Hex color palette matching the design's mood.

estimate-art-budget

Identify art complexity risks and production feasibility based on style DNA.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: Style health scores (cohesion, readability, production feasibility) and risk factors.


Phase 3 — Production Intelligence

compress-game-scope

Analyze the game design's ambition against realistic scope. Shows ideal vs compressed asset counts.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: Ideal scope (estimated team size and years), compressed scope (capped to team/timeframe), specific changes to make, compression ratio.

plan-vertical-slice

Generate a minimum 30-minute playable demo plan with priority tiers.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: P0 (core), P1 (important), P2 (polish) asset tiers with minimal asset requirements and scope notes.

generate-coding-context

Create programming context packs for each game system: spec, schema, tests, and UI docs.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID
systemsstring[]NoFilter to specific systems: inventory, combat, economy, quests, dialog, save, ui, audio

Returns: Context packs organized by system, each containing 4 files (_spec.md, _schema.md, _tests.md, _ui.md).

check-design-health

Run all design health checks — like CI/CD for game design.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: Overall status (healthy or needs_attention) and per-category check results for scope, fun, lore, balance, and art consistency.

analyze-competitive-positioning

Analyze market position based on genre, comparables, and unique hook.

ParameterTypeRequiredDescription
game_design_iduuidYesGame design UUID

Returns: Steam tags, unique selling point, direct competitors, market gap, genre popularity, and positioning recommendations.

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