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.
| Parameter | Type | Required | Description |
|---|---|---|---|
title | string | Yes | Working title for the game (max 255 chars) |
project_id | uuid | No | Optional 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
elevator_pitch | string | Yes | One-sentence description (max 500 chars) |
target_platforms | string[] | No | Platforms: pc, mobile, web, console |
target_playtime_minutes | integer | No | Estimated 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).
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
genre | string[] | Yes | 1-3 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
comparables | object[] | Yes | Array of {name, aspects[]} |
Example: "Stardew Valley (farming, relationships), Hades (combat, progression)"
set-game-story
Set the narrative story and core theme.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
story | string | Yes | Narrative premise (max 5000 chars) |
theme | string | No | Core 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
Stage 2: Scope
set-game-scope
Set team size, development timeframe, and quality target.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
team_size | string | Yes | solo, small, medium, large |
development_timeframe | string | Yes | weekend, month, quarter, year |
quality_target | string | Yes | prototype, 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
lock-creative-direction
Lock the creative direction. Once locked, it is validated against all future design decisions.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
visual_style | string | Yes | e.g. pixel-art, cell-shaded, hand-drawn |
tone | string | Yes | e.g. lighthearted, dark, comedic |
music_style | string | No | e.g. chiptune, orchestral, synthwave |
narrative_style | string | No | e.g. character-driven, lore-heavy, minimalist |
confirm | boolean | Yes | Must 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
Returns: Complete prompt tree organized by category.
estimate-asset-budget
Estimate total asset count by category and identify complexity risks.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
suggest-palette-from-dna
Suggest a color palette based on the mood and style DNA.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
systems | string[] | No | Filter 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
game_design_id | uuid | Yes | Game design UUID |
Returns: Steam tags, unique selling point, direct competitors, market gap, genre popularity, and positioning recommendations.