Local-first tools for producing, packaging, vendoring, capturing, debugging,
and optimizing game assets and renders. The stable automation interface is the
game-dev command-line program and its JSON/JSONL protocol; five focused skills
and a native macOS companion build on that same inspectable boundary.
The project is designed for human developers and local coding agents that need more than a screenshot: immutable run bundles can combine render attachments, scene controls, logs, counters, timing samples, and provenance so a visual diagnosis has inspectable evidence behind it.
- Drives Tripo 3D and Leonardo image/audio jobs through explicit, per-invocation spend authorization.
- Inspects and validates GLB assets, normalizes meshes through Blender, and creates optional USDZ previews.
- Builds content-addressed asset packages with hashes, receipts, provenance, licenses, validation results, and a rebuildable catalog.
- Plans project vendoring before it writes and blocks unknown licenses, invalid packages, symlink escapes, and destination collisions by default.
- Runs declarative, project-owned capture scenarios with independent authorizations for execution, GPU use, and hardware-performance collection.
- Seals render outputs, semantic attachments, telemetry, logs, and metrics into verifiable run bundles.
- Computes deterministic raster statistics, heatmaps, attachment-aware comparisons, metric summaries, and bounded optimization goals.
- Ships a router and four focused Codex/ChatGPT skills without automatically installing anything into a user profile.
- Node.js 22.5 or newer
- macOS, Linux, or Windows for the CLI
- Blender only for normalization or Blender-backed preview workflows
- Tripo or Leonardo credentials only for the corresponding paid provider operations
- A project adapter only when executing game-specific capture scenarios
The native companion requires macOS 26 and a Swift 6.2 toolchain to build from source. It remains optional: the CLI and skills do not require the app.
| Path | Owns |
|---|---|
src/ |
Cross-platform game-dev CLI and reusable TypeScript core |
skills/ |
Router plus four focused Codex/ChatGPT skills |
adapters/ |
Declarative game-specific capture adapters |
apps/macos/GameDevelopmentStudio/ |
Native macOS 26 SwiftUI companion |
docs/ |
Protocol, architecture, package, adapter, and app contracts |
distribution/ |
Reproducible public skills and binary-app repository templates |
assets/ and marketing/ |
Byte-provenanced product art, screenshots, and publication copy |
See Repository layout for what each distribution ships and which outputs are generated rather than source-controlled.
Product composition using the shipped skill names and metadata.
Marketing composition based on actual v1.0.0 CLI output, shortened for display. It illustrates the command contract; it is not a current-run claim.
The third image is explicitly a synthetic validation fixture. It demonstrates the diagnostic layout and evidence language; it is not a target-game capture, hardware GPU result, or performance claim.
The repository also contains a native SwiftUI companion with four first-class
workspaces: Production, Library & Vendoring, Visual Debugging, and Performance.
It presents the existing local game-dev protocol through a
NavigationSplitView, system search and toolbar controls, a result inspector,
keyboard commands, a dedicated Settings scene, and explicit empty, loading, and
error states. Its complete bundle carries a closed, exact-rostered build of the
same CLI plus a direct Node runtime; it has no publisher-hosted backend.
Provider credentials are entered in masked fields, stored in the macOS Keychain, and shown only as configured or not configured. Paid provider calls, package construction, project vendoring, scenario execution, GPU capture, and hardware-performance collection use one-shot approval sheets. Vendoring and scenario execution are dry-run-first, and changing their planned inputs invalidates the current approval path. Sensitive operations bind that approval to the full local runtime-tree digest and execute a separately verified private snapshot, rather than trusting an arbitrary global CLI or PATH-selected Node.
From the repository root:
./script/build_and_run.sh --test
./script/build_and_run.sh --build-only
./script/build_and_run.sh # build and launch
./script/build_and_run.sh --verify # process-level launch check onlyThe helper produces
apps/macos/GameDevelopmentStudio/dist/GameDevelopmentStudio.app with an ad-hoc
signature for local development. It is not a Developer ID-signed, notarized, or
Mac App Store build. The --verify mode finding a live process after two
seconds does not prove window readiness, pixel correctness, workflow behavior,
accessibility, or human acceptance.
This is a full-resolution capture of one reviewed native macOS 26 runtime state:
the Visual Debugging workspace in the default Dark appearance after a successful
local doctor check. Its byte-level provenance is recorded separately. It does
not prove a target-game GPU capture, pixel correctness across the app, light-mode
behavior, accessibility, performance, signing identity, notarization, or human
acceptance.
See Native macOS app for the architecture, approval and Keychain boundaries, commands, local-bundle status, and exact evidence limits.
The CLI source is public. Release 1.1.0 provides a compiled Node.js package
(theisegoria-game-development-studio-1.1.0.tgz) and SHA-256 manifest through
GitHub Releases.
It requires a separately installed Node.js 22.5+ runtime; it is not a standalone
Windows EXE/MSI. The skills plugin ZIP does not install game-dev.
The public npm registry package is not published. Use the GitHub release tarball or source build. See Windows CLI installation for checksum verification, PowerShell installation, PATH setup, and source fallback. No native macOS app is required.
From source:
git clone https://github.com/theisegoria/game-development-studio.git
cd game-development-studio
npm ci
npm run build
node dist/cli.js --helpNo provider call is made during installation, build, test, doctor, or
capabilities.
New here? Your first capture goes from an empty directory to a sealed capture your AI can verify, look at and diff — ten minutes, no GPU, using the example engine that ships with the probe SDK.
Choose a workspace and inspect the local environment:
game-dev capabilities --output-dir ./asset-workspace --json
game-dev doctor --output-dir ./asset-workspace --json
game-dev credentials status --output-dir ./asset-workspace --jsonInspect an existing GLB without invoking Blender or a provider:
game-dev asset inspect ./model.glb --output-dir ./asset-workspace --json
game-dev asset validate ./model.glb --output-dir ./asset-workspace --jsonBuild and verify a canonical package. package build writes a new package even
though it has no --confirm flag, so review the resolved source, output
workspace, name, version, license, and collision behavior before authorizing
that exact invocation:
game-dev package build ./model.glb \
--name "Signal Beacon" \
--version 1.0.0 \
--license CC0-1.0 \
--output-dir ./asset-workspace \
--json
game-dev catalog list --output-dir ./asset-workspace --json
game-dev package verify PACKAGE_ID --output-dir ./asset-workspace --jsonProject admission is dry-run-first:
game-dev vendor admit PACKAGE_ID --project /path/to/game --json
game-dev vendor admit PACKAGE_ID --project /path/to/game --confirm --jsonThe second command is a new invocation with explicit write authorization. A plan does not become standing permission.
Provider routes require game-dev 1.0.2 or newer. The account holder must
configure the provider credential outside ChatGPT, Codex, and the plugin
conversation, using a local credential mechanism they control. The CLI reads a
preconfigured environment value lazily and never accepts a key as a command
argument; the native macOS app can use Keychain. Never paste a key into a
conversation, request file, source file, log, screenshot, or support report.
Check presence without revealing the value:
game-dev credentials status --output-dir ./asset-workspace --jsonEvery paid invocation needs both approval and a finite estimated spend ceiling:
game-dev provider tripo generate \
--request ./requests/prop.json \
--approve-spend \
--spend-limit-cents 100 \
--output-dir ./asset-workspace \
--jsonlThese are optional user-operated requests made directly from the local CLI to the selected provider using the user's own account and API access. The publisher runs no proxy, shared account, credential service, resale layer, or provider job queue. Supported routes are:
- Tripo:
generate,retexture,rig,retarget, andretopologize - Leonardo:
image-generateandsound-generate
The ceiling is a refusal guard based on estimated prices, not a provider invoice. Provider submission creates a durable local job before polling so an interruption does not erase what was requested or what may have been charged. Resuming a job requires fresh authorization.
An adapter is a declarative .game-dev/adapter.json owned by the target game.
It names scenarios, commands, parameters, declared capabilities, and the run
output contract. Installing a template and inspecting an adapter do not execute
the game.
game-dev adapter templates --json
game-dev adapter install genome-game --project /path/to/game --json
game-dev adapter install genome-game --project /path/to/game --confirm --json
game-dev scenario list --project /path/to/game --json
game-dev scenario plan trident-bay-contract --project /path/to/game --jsonExecution requires --confirm. A scenario that declares GPU or
hardware-performance capability additionally requires --allow-gpu or
--allow-performance for that invocation:
game-dev scenario run trident-bay-windowless-metal \
--project /path/to/game \
--request ./capture-parameters.json \
--confirm \
--allow-gpu \
--jsonlOnce the adapter has produced its staging output, the harness validates the closed artifact roster and hashes it into a sealed run bundle. Typical attachments include color, depth, normals, object IDs, material IDs, motion, and overdraw, but the adapter declares the exact set.
game-dev capture verify RUN_ID --json
game-dev visual analyze RUN_ID --json
game-dev visual compare BASELINE_RUN CANDIDATE_RUN \
--threshold 0 \
--output ./comparison \
--jsonl
game-dev performance compare BASELINE_RUN CANDIDATE_RUN --stat median --jsonSee Capture adapters for the manifest and output contract.
The distribution contains five self-contained skills:
game-development-studio: router and shared operating contractgame-asset-production: provider, inspection, normalization, and packaginggame-asset-vendoring: catalog, integrity, migration, and project admissiongame-visual-debugging: adapters, captures, telemetry, and raster evidencegame-performance-optimization: metrics and bounded optimization goals
List the exact packaged bytes:
game-dev skill list --jsonInstallation is dry-run-first and refuses symlinked targets or drifted existing copies:
game-dev skill install all --target /path/to/codex/skills --json
game-dev skill install all --target /path/to/codex/skills --confirm --jsonNothing in this repository installs into ~/.codex, Genome, or another game
project without an explicit confirmed command. The standalone plugin source is
published separately at
theisegoria/game-development-studio-skills.
--jsonemits exactly onegame_dev.result.v1object to stdout.--jsonlemits orderedgame_dev.event.v1records followed by one terminal result event.- Logs and diagnostics go to stderr.
- Secrets are redacted from structured errors, receipts, jobs, and URLs.
- Persisted artifacts use atomic replacement and closed hash rosters where the format promises immutability.
Read CLI protocol before integrating the command with an agent or GUI.
The same local operations are also served over MCP on stdio, for AI clients that have no shell — Claude Desktop, Codex, Gemini, and any other MCP client. It is a second transport over one registry, not a second implementation: the same tools, contracts, spend rules and evidence ceilings, with a release check that fails if the two ever advertise different tool sets.
game-dev mcp config --client claude-desktop
game-dev mcp config --client codex --spend-limit-cents 500Generate the configuration rather than writing it by hand: ASSET_OUTPUT_DIR
must be absolute, because a relative path resolves against a working directory
the client chose, and several clients spawn servers from /.
Paid tools are disabled unless the configuration a human wrote supplies a spend ceiling, and each charge then requires approving an elicitation prompt. No tool takes an approval argument, because over MCP the model writes every argument. See MCP server.
By default, ASSET_OUTPUT_DIR is ./assets/generated; durable state is
under $ASSET_OUTPUT_DIR/.game-dev.
assets/generated/
├── .jobs/ legacy-compatible asset job records
└── .game-dev/
├── jobs/ durable provider operations
├── packages/ canonical game asset packages
├── runs/ sealed capture bundles
└── catalog.sqlite3 rebuildable derived index
Set GAME_DEV_DATA_ROOT to place durable state elsewhere. See
Asset packages and Architecture.
Game Development Studio deliberately distinguishes evidence classes:
- Source inspection proves only what is present in source.
- Typecheck, unit, and contract tests prove those checks in the tested environment.
- Blender-backed tests prove the exercised headless Blender workflows.
- A valid capture bundle proves its declared files, hashes, controls, and adapter-reported telemetry.
- Only a real admitted run can support hardware GPU or performance claims.
- None of those automatically proves pixel correctness, causality, signing, notarization, or human visual approval.
Provider tests use local HTTPS fixtures and do not spend credits. Live-provider acceptance, target-hardware captures, and human review remain separate gates.
npm ci
npm run typecheck
npm run lint
npm test
npm run verify
npm pack --dry-run --jsonThe full local suite may need permission to bind a loopback HTTPS fixture. Real Blender/GPU tests require their explicit opt-in switches and are independently enforced in CI. Optional Basis and CoACD CPU verification uses dedicated CI lanes; default tests mock those native backends.
See Contributing, Security, Privacy, and Terms.
MIT © 2026 Benjamin Michael Haire. Third-party providers, generated content, source assets, and vendored assets remain subject to their own terms and licenses.
All new operations are discoverable through game-dev capabilities --json and
usable through game-dev tool call NAME --input JSON --json or the same MCP name.
Mutations and recorded human decisions require --confirm per CLI invocation;
MCP requires human elicitation. Recipe provider steps additionally require fresh
spend approval and a ceiling. An approval fingerprint is an input binding, never
standing permission.
- Accounting and recovery: concurrent reservations, corrupt/stale job diagnostics, provider cost/outcome/quality history.
- Blender reliability: typed receipts, checkpointed batches, explicit test opt-in, process intent and bounded resource use.
- Asset review: local CPU candidate views, reviewed packages, named baselines, scenario matrices and expected-change history.
- Workspace retention and updates: measured storage, protected evidence, reversible quarantine, folder exports, separately confirmed irreversible quarantine purge, and verified same-distribution GitHub upgrade/rollback plans for CLI, skills and the existing Anvil ARM64 archive.
- Production recipes: checkpointed workflow graphs, approved sample families, standalone platform variants, LODs and collision proxies.
- CPU texture compression: ETC1S/UASTC KTX2 GLBs, material-aware color handling and per-mip CPU verification before packaging.
- CPU convex decomposition: separate validated convex parts, bounded native processing and sampled approximation evidence.
Basis and CoACD require explicitly configured optional dependencies; they are not automatically installed or bundled into the native CLI runtime. Missing dependencies block their operations without blocking ordinary inspection. Purge permanently removes reviewed quarantined files and requires stopped writers and fresh explicit consent; reported logical bytes are not a measurement of filesystem space reclaimed.
These workflows do not integrate a game engine. CPU previews are static inspection,
not final rendering or quality certification. Unsupported conversions remain explicit.
Local fast tests use npm test; real Blender and GPU lanes require the opt-in
switches documented above and run in CI for release validation.



