GripForge
officialThe tools your AI needs to make your games. Turn prompts into production-ready game assets — animated characters with their weapons attached, seamless textures, terrain, VFX, HUDs — and playable game kits Unity, Godot, Unreal or Three.js can load.
What can you do with GripForge MCP?
-
Search and install game kits — Ask your assistant to find modular gameplay kits in the locker and install them into your project via
gripforge_gamekit_searchandgripforge_gamekit_install. -
Generate and attach weapons — Have the agent create a weapon with
gripforge_generate_weapon, then bind it to a character's hand usinggripforge_attachwith style and hand parameters. -
Retarget animations onto characters — Direct your assistant to pull a clip pack and retarget it onto your rig with
gripforge_retargetandgripforge_animate. -
Plan and dress a map — Ask the agent to greybox a compound layout with
gripforge_map_plan, then populate it with props viagripforge_map_props. -
Deploy and monitor game servers — Instruct your assistant to spin up a dedicated server with
gripforge_server_deployand pull logs or metrics usinggripforge_server_logsandgripforge_server_metrics. -
Prepare seamless textures and shaders — Have the agent make a texture tileable with
gripforge_make_seamlessor pull engine-ready shaders viagripforge_shader_pull.
Hosted MCP Server
npx add-mcp 'https://gripforge.ai/mcp'Installs into Claude Code, Codex, Cursor and more
Documentation
MCP
What the agent can call
Point Claude Code, Cursor or Grok at gripforge.ai/mcp. Same locker as the Studio. 60 tools.
Library
Find a look in the locker, then push and pull GLBs into the repo.
Game Kits
Modular gameplay kits: search, install, configure, then play in the browser.
gripforge_gamekit_searchgripforge_gamekit_getgripforge_gamekit_installgripforge_gamekit_removegripforge_gamekit_configuregripforge_gamekit_dependenciesgripforge_gamekit_updategripforge_gamekit_delivergripforge_game_capabilitiesgripforge_game_projectgripforge_game_play_url
Generate
Characters, weapons, bosses, HUD and capes — into Library.
gripforge_generate_charactergripforge_generate_weapongripforge_bossgripforge_concept_correctgripforge_capegripforge_hudgripforge_hud_bar
Attach
Put the weapon in the hand. Loadouts, rest pose, hitboxes.
gripforge_attachgripforge_loadoutgripforge_rest_posegripforge_hitboxgripforge_vehicle_orientgripforge_formats
Animation
Retarget a clip pack onto the character.
gripforge_animategripforge_retarget
Map
Greybox a compound, dress it, plan a level.
gripforge_map_plangripforge_map_propsgripforge_map_wiresgripforge_map_lookgripforge_map_reconstructgripforge_map_refsgripforge_level
Server
Dedicated servers (deploy, logs, metrics) plus listen-server match/net kits.
gripforge_server_listgripforge_server_deploygripforge_server_restartgripforge_server_logsgripforge_server_metricsgripforge_players_listgripforge_match_kitgripforge_net_kit
Textures & shaders
Seamless tiles and engine-ready shader pull.
gripforge_texture_prepgripforge_make_seamlessgripforge_shadersgripforge_shader_pull
claude mcp add --transport http gripforge https://gripforge.ai/mcp --header "x-api-key: gf_..." -s local
Lands in the engines you ship with
Surfaces
One engine, three doors
Visual
Studio
Open a studio: attach a weapon, kit a character, tile a texture, build terrain, greybox a map. Same Library, same engines.
API
One multipart POST. Wire it into a batch job or a CI step that re-binds a whole prop set.
curl -X POST localhost:3100/api/v1/attach \
-F character=@hero.glb \
-F prop=@sword.glb \
-F style=melee
→ { bind, confidence, exports }
MCP
Point Claude Code, Cursor or Grok at gripforge.ai/mcp. The agent calls attach, Library, terrain, map — no extra UI.
gripforge_attach
character_path: ./hero.glb
prop_path: ./sword.glb
style: melee
hand: right
Grip
Any rig, one grip
| Source | Resolves to |
|---|---|
| mixamorig:RightHand | R_Hand |
| hand_r | R_Hand |
| RightHand | R_Hand |
| rHand | R_Hand |
| mixamorig:LeftHand | L_Hand |
| LeftHand | L_Hand |
Unlisted names fall through to fuzzy matching, then to an optional AI pass for skeletons that follow no convention at all.
| Style | Grip rule | Body ratio |
|---|---|---|
| melee | blade across the fist | 0.38 |
| gun | barrel along the fingers | 0.18 |
| shield | face on the palm | 0.24 |
| staff | shaft through the grip | 0.85 |
Size is measured against the character, not the world, so the same sword reads right on a child model and on an ogre. Style also sets the finger curl, so a trigger finger stays straight on a gun and wraps on a sword.
Output
Paste it where you work
Three.js bone.add(prop)
Unity BoneAttach.cs
Godot BoneAttachment3D
bind.json engine agnostic
Every surface returns the same bind, so a prop attached in Studio and one attached by an agent land in the same place. Unreal sockets read straight off bind.json.
On a rig with finger bones, the bind also carries a grip pose that closes the hand on the handle. Many auto-rigs give one bone per hand, so there is nothing to close there. GripForge reports which one you have as handRig rather than guessing.
Pricing
Per attach, not per seat
Free
- 15 Studio attaches / month
- API & MCP: 3 trial / month
- 200 MB Library
€0 / mo
15 credits
€4.99 once
- 15 attaches — never expire
- API & MCP unlocked
- 200 MB Library
30 credits
€9.99 once
- 30 attaches — never expire
- API & MCP unlocked
- 200 MB Library
100 credits
€29 once
- 100 attaches — never expire
- API & MCP unlocked
- No watermark · AI refine
- 2 GB Library
500 credits
€79 once
- 500 attaches — never expire
- API & MCP unlocked
- No watermark · AI refine
- 2 GB Library
1 500 credits
€199 once
- 1 500 attaches — never expire
- API & MCP · priority queue
- Batch-friendly
- 20 GB Library
FAQ
Common questions
What is GripForge?
A suite of studios and an MCP server so an AI agent (Claude Code, Cursor, Grok) can finish game assets: attach weapons to characters, prep textures, build terrain and maps, and keep everything in a Library engines can load.
How do I use GripForge with Claude Code?
Point Claude Code at gripforge.ai/mcp with your API key, or run npx @gripforgeai/mcp. The agent can then call attach, Library, terrain, map and texture tools without opening the Studio.
Which game engines does GripForge support?
Engine-ready GLB plus snippets for Unity (BoneAttach), Godot (BoneAttachment3D), Unreal sockets and Three.js.
Do I need a subscription?
No. Free Studio tier, credit packs from €4.99 that never expire, and optional Indie (€29/mo) or Studio (€99/mo) plans.