Spritefy MCP

Generate game assets from Claude, Cursor, Codex or ChatGPT: pixel art and 2D sprites, tiles, UI, backgrounds, rigged 3D models, animations, VFX, music, sound effects and voices. The agent waits for the result and fetches engine-ready exports for Unity, Godot, Unreal and GameMaker (sprite sheets, GLB/FBX, audio).

Hosted MCP Server

npx add-mcp 'https://mcp.spritefy.com/mcp'

Installs into Claude Code, Codex, Cursor and more

Documentation

Endpoint

https://mcp.spritefy.com/mcp

Use a user-scoped API key from MCP access in the Spritefy app. The key is shown once, then stored as a hash.

Codex

Add this to your Codex config:

[mcp_servers.spritefy]
url = "https://mcp.spritefy.com/mcp"

[mcp_servers.spritefy.headers]
x-spritefy-mcp-key = "<your Spritefy MCP API key>"

Cursor

Add this to your Cursor MCP config:

{
  "mcpServers": {
    "spritefy": {
      "url": "https://mcp.spritefy.com/mcp",
      "headers": {
        "x-spritefy-mcp-key": "<your Spritefy MCP API key>"
      }
    }
  }
}

Available Tools

  • generate_visual_asset creates 3D objects, characters, materials, tiles, UI, and backgrounds.
  • generate_audio_asset creates music, SFX, speech, and voice audio.
  • generate_animation_asset creates animation clips and VFX outputs.
  • get_generation_result polls a generation and loads the finished asset.
  • get_asset_export_manifest returns a generic or engine-specific export plan for Unity, Unreal, Godot, GameMaker, or normal downloads.
  • list_asset_exports returns every known downloadable export for an asset, including 3D models, GIFs, spritesheets, videos, audio, material maps, component sheets, and metadata files.
  • pixelate_vfx_export converts a VFX spritesheet to exact 16×16, 32×32, or 64×64 nearest-neighbor frames and returns the processed PNG directly.
  • list_asset_library reads the user's Spritefy asset library.
  • get_asset loads one normalized asset with URLs, metadata, and export entries.

Export Workflow

Use list_asset_exports when you want the shortest path from an asset to downloadable files. It returns the asset summary and a flat files list with filenames, roles, kinds, URLs, and engine notes.

Use get_asset_export_manifest when you need engine import guidance. Pass engine as generic, unity, unreal, godot, or gamemaker to get import notes and compatibility guidance for the same export files.

1. Generate an asset with \`generate_visual_asset\`, \`generate_audio_asset\`, or \`generate_animation_asset\`.
2. Poll \`get_generation_result\` until the generated asset is ready.
3. Call \`list_asset_exports\` with the returned \`assetId\` to download every available file.
4. For VFX, call \`pixelate_vfx_export\` with the \`assetId\` and desired \`pixelSize\` when you need an exact pixel grid.
5. Call \`get_asset_export_manifest\` when your engine importer needs metadata or setup steps.

Export File Roles

  • model includes GLB, GLTF, FBX, OBJ, or ZIP model packages when available.
  • rigged-model and source-model identify preferred rigged files and source mesh fallbacks.
  • spritesheet, source-sheet, source-smooth-sheet, and component-sheet identify character, animation, tile, UI, and split component sheets.
  • gif identifies animated GIF exports or previews.
  • video identifies MP4, WebM, or MOV animation/video exports.
  • audio identifies music, SFX, speech, or voice exports.
  • albedo, opacity, base-color, normal, roughness, height, and ambient-occlusion identify render passes and material maps.
  • flipbook, particle-atlas, and vfx-spec identify VFX texture atlases and procedural VFX metadata.
  • manifest, skeleton, source-joints, motion, and bone-texture identify metadata, rig, retargeting, and animation support files.

Export Examples

Ask your MCP client for a 3D object and all downloadable outputs:

Generate a stylized 3D potion bottle prop, then list every export for the generated asset.

Ask for GIFs and spritesheets from an animation:

Generate a looping fireball VFX animation, wait for the result, then return the GIF, spritesheet, flipbook metadata, and manifest.

Ask for an exact pixel-art VFX spritesheet:

Generate a pixel fireball VFX, wait for the result, then call \`pixelate_vfx_export\` with its assetId and pixelSize 32.

Ask for an engine-specific package plan:

For this assetId, call \`get_asset_export_manifest\` with engine \`unity\` and summarize the required files and import steps.

Notes

  • Keep API keys private.
  • Delete old keys when a client is no longer used.
  • Create separate keys for Codex, Cursor, and other assistants.

Questions

Which AI clients can connect?

The app has setup steps for Codex, Claude, Claude Code, Cursor and ChatGPT. Any other client that supports a remote HTTP MCP server with a custom request header can connect too.

How does authentication work?

Each request carries your API key in the x-spritefy-mcp-key header. A key belongs to one user, is shown once when you create it, and is stored as a hash. You can keep several keys, for example one per client, and delete the ones you no longer use.

What can an agent generate?

Visual assets (3D objects, characters, materials, tiles, UI and backgrounds), audio (music, sound effects, speech and voice), and animation clips and VFX. The agent starts a generation, waits for the result, and then lists the files it can download.

Which game engines do the exports cover?

The export manifest returns import notes for Unity, Unreal, Godot and GameMaker, or a generic plan for normal downloads. The export list names every file with its role, such as model, spritesheet, GIF, audio or material map.