ai-forge-mcp
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This is an orchestration platform that connects AI coding agents to professional 3D design software (Blender, Maya, Unreal Engine 5, etc.). It automates the entire game asset pipeline, allowing users to generate production-ready 3D models and animations via a single text prompt.
Security Assessment
The overall risk is Medium. While an automated scan found no dangerous permissions or hardcoded secrets, it could not scan the actual source code (likely because the core codebase lives in unsupported languages like C++ or Python). Because this tool directly controls local DCC (Digital Content Creation) software, it fundamentally operates by executing shell commands and scripts to automate applications like Blender and Unreal Engine. It also communicates externally via a desktop app and connects to a web console. The tool is a closed-source subscription service, so independent code auditing is currently limited.
Quality Assessment
The project is under highly active development, with its last push occurring just today. However, community trust is relatively low (15 stars), which is expected given it is an early-access tool built by a solo indie developer. The most significant quality concern is the lack of an explicitly declared open-source license in the repository. Without a license, the code is technically proprietary, and users do not have clear legal permissions to modify or distribute it.
Verdict
Use with caution — the platform offers powerful automation for game development, but the lack of an open-source license and the inability to verify the safety of its underlying automation scripts require you to trust the solo developer.
565 AI-callable tools across 16 MCP servers. Full-pipeline AAA game asset production. Controls Blender, Substance Suite, Maya, Houdini, and Unreal Engine 5. 50 specialized AI agents. One prompt in, game-ready asset out.
AI Forge MCP Package
AI Forge MCP Package — 565 AI-callable tools across 16 MCP servers. Full-pipeline AAA game asset production platform. Controls Blender, Substance Suite, Maya, Houdini, and Unreal Engine 5. 248,000+ lines of production code.
565 AI-callable tools across 16 MCP servers controlling Blender, Substance Painter, Substance Designer, Substance Sampler, Maya, Houdini, and Unreal Engine 5 — unified under a single AI agent. 248,000+ lines of production code. 50 specialized AI agents. 9 workflow knowledge documents. ForgeAnimHelper C++ plugin for Animation Blueprint automation. One prompt in, game-ready asset out.
Early Access — AI Forge is built and actively used by a solo developer to create AI Legends (a horror fantasy MMO). New features, tools, and services are shipping continuously. I haven't had the chance to test everything yet — please join the Discord to give feedback, report bugs, and help shape the product.
Built by Hurtz Donut Studios — a solo indie studio proving that one person with the right AI pipeline can build at AAA scale.
What Is the AI Forge MCP Package?
The AI Forge MCP Package is a subscription software toolkit that gives AI coding agents — Claude Code, Cursor, Windsurf, and any MCP-compatible client — full programmatic control over the professional 3D game asset pipeline. It is the most comprehensive MCP solution for Unreal Engine 5 and Blender automation available today.
Instead of a human artist manually clicking through menus in five different applications, an AI agent calls tools like clean_mesh, texture_glb_asset, generate_rigify_rig, or export_fbx_ue5 and the software executes automatically. The AI handles the entire workflow: generate a concept, create a 3D mesh, clean it, rig it, animate it, texture it, apply materials, generate dialogue, sync lipsync, and deliver a game-ready asset into Unreal Engine 5 — without a human touching the DCC tools.
This is not a Blender plugin. This is not a UE5 marketplace asset. This is a full-pipeline orchestration layer that treats the entire 3D content creation stack as a unified, AI-controllable system.
Who Is This For?
- Solo indie developers who want AAA-quality assets without hiring a team of artists
- Small studios looking to multiply their output by 10x with AI automation
- Game jammers and prototypers who need production-quality assets fast
- Technical artists who want to automate repetitive pipeline tasks
- Anyone using Claude Code for game development who wants purpose-built MCP tools instead of writing fragile scripts from scratch
ForgeRoom — Desktop App & Web Console
ForgeRoom is the command center for the AI Forge pipeline. Available as a native desktop app (macOS now, Windows and Linux coming soon) built with Electron, and as a web console at forgeroom.hurtzdonut.com.
Desktop app features:
- Forge Daemon background service managing all 16 MCP servers and up to 50 concurrent AI agent sessions
- Real-time pipeline monitoring with live progress updates
- Three.js 3D asset viewer with ACES filmic tone mapping, PBR rendering, and annotation system
- Rig Inspector with bone quality scoring and test poses (T-Pose, A-Pose, Idle, Walk, Run, Attack, Death)
- ForgeAnimator with phone-based LiDAR mocap support (Move.ai, Rokoko) and AI exaggeration system (LiDAR app coming soon)
- Document Forge — full GDD/GSDD authoring suite with AI-assisted generation
- Stat Engine with rarity tiers, affix pools, and the Stat Roller
- Server Forge — multiplayer infrastructure wizard (Co-op, Competitive, MMO archetypes)
- First-launch wizard with auto-detection of Blender/UE5 and bridge plugin installation
- Auto-updater for seamless version upgrades
Pipeline documentation and agent prompts are delivered to the AI's context window at session start and never written to disk. Your IP stays protected, our IP stays protected.
50-Agent AI Studio
AI Forge includes 50 specialized AI agents organized across 10 departments that can work concurrently on your game:
Lead Agents (Claude Opus — 4 agents): Sovereign (orchestrator), Warden (security), Architect (project planning), Forgemaster (asset pipeline lead)
Specialist Agents (Claude Sonnet — ~35 agents): Sculptor (mesh), Alchemist (materials), Bladedancer (combat animation), Worldsmith (environments), Dreamweaver (narrative), Luminary (lighting), Voiceshaper (dialogue/lipsync), Renderer (quality), Visionary (creative direction), Sentinel (security monitoring), and more across Art 3D, Animation, Engineering, Game Design, and Audio departments
Support Agents (Claude Haiku — ~12 agents): Quartermaster (inventory), Benchmark (performance), Grinder (batch processing), Gatekeeper (quality gates), Foundry (asset processing), Archivist (documentation), Conduit (pipeline routing), Bastion (security enforcement), Herald (notifications), Oracle (knowledge base), and more across QA, DevOps, and Marketing departments
Customers choose their team size based on workflow: 3 agents for focused work, 10 for steady production, or 50 for maximum throughput. No feature gating — team size is your choice, not a paywall.
The 16 MCP Servers
| Server | Tools | What It Controls |
|---|---|---|
| GameForge | 192 | Unreal Engine 5 — asset import, materials, VFX (Niagara), PCG, landscapes, world building, cinematics (Sequencer), Animation Blueprints, Gameplay Ability System, behavior trees, multiplayer replication, LiveLink, ForgeAnimHelper bridge |
| ForgeBlender | 185 | Blender — mesh cleanup, UV unwrapping, materials, rigging, LOD generation, cinematic texture enhancement, physics simulation, animation, cloth/hair/fluid sim, NVIDIA destruction, modular building kits, PolyHaven integration, batch pipeline orchestration, FBX/GLB/Alembic export |
| ForgePainter | 34 | Substance Painter — project creation, layer management, smart materials, generators, mesh map baking (AO, curvature, normal, thickness), texture export, channel previews |
| ForgeDesigner | 32 | Substance Designer — procedural graph creation, node manipulation, noise chains, texture generation, material export, .sbsar publishing, parameter exposure |
| ForgeRoom | 28 | ForgeRoom UI bridge — state management, navigation, notifications, progress tracking, asset/document management, pipeline orchestration, project settings, art direction |
| ForgeMaya | 20 | Autodesk Maya — scene management, mesh cleanup, UV unwrapping, materials, joint chains, skin binding, animation, FBX/OBJ export |
| ForgeHoudini | 20 | SideFX Houdini — procedural generation, heightfields, VEX wrangling, simulations (RBD, FLIP, Pyro, Vellum), terrain erosion, HDA creation, UE5 export |
| ForgeSampler | 8 | Substance Sampler — photo-to-material scanning, batch processing, PBR material extraction, SAT CLI integration |
| ForgeMotion | 7 | Animation — text-to-locomotion via HY-Motion (Tencent), text-to-combat via AnimationGPT, species-adapted motion physics |
| ForgeRig | 6 | Rigging — automatic skeleton prediction and skin weight generation via UniRig (VAST-AI, SIGGRAPH 2025) |
| ForgeVoice | 6 | Lipsync — facial animation generation via NVIDIA Audio2Face, emotion classification, UE5 morph target export, batch processing |
| ForgeNPC | 6 | NPC Systems — dialogue generation via NVIDIA ACE, personality profiles, interrogation trees, speech-to-text/text-to-speech integration |
| ForgeAI | 6 | ForgeAI — pipeline guidance, troubleshooting, code review, asset spec generation via locally-hosted Ollama model |
| ForgeKnowledge | 6 | Knowledge Base — TF-IDF search across 166 training documents, agent profiles, pipeline references |
| ForgePool | 5 | DCC Pool Manager — instance acquisition/release, pool scaling, health checks across all DCC application pools |
| ForgeHunyuan | 4 | 3D Generation — text-to-mesh and image-to-mesh via Hunyuan3D (Tencent), batch processing, LOD-aware output |
Total: 565 tools | 16 servers | 248,000+ lines of production code
ForgeAnimHelper — Animation Blueprint Automation (New)
AI Forge includes ForgeAnimHelper, a custom UE5 C++ Editor plugin (1,169 lines) that enables full AI automation of Animation Blueprints — something no other AI game dev platform can do.
ForgeAnimHelper exposes AnimGraph and Event Graph manipulation to Python, allowing the MCP pipeline to create complete Animation Blueprints in a single tool call: state machines, blend spaces, locomotion setups, transition conditions, and Event Graph variable caching — all wired automatically.
The plugin supports transition condition parsing (Speed > 10.0, bIsInAir, !bIsInAir, AutomaticRule), per-bone blend profiles, sync groups, and full compilation with error reporting. Four bridge tools in GameForge (wire_abp_animgraph, wire_abp_event_graph, create_complete_abp, compile_abp) connect the C++ plugin to the MCP pipeline.
9 Workflow Knowledge Documents (New)
AI Forge now ships with 9 comprehensive workflow documents (~260KB total) that serve as pipeline reference guides for the AI agents:
- AI Enemy Pipeline — Behavior Trees, Blackboards, Gameplay Ability System, ragdoll integration
- Advanced Asset Pipeline — Retopology, baking, texturing, rigging, LOD chain generation
- Horror VFX Techniques — Blood, chains, fog, organic horror effects with Niagara and Blender
- Game Systems Blueprint — Combat, inventory, loot tables, quest systems, dialogue trees
- Multiplayer Setup — Actor replication, Epic Online Services, net frequency tuning
- Cinematic Pipeline — Level Sequencer, cameras, lighting rigs, post-processing
- Optimization Guide — LOD strategies, Nanite, draw call optimization, profiling
- Blender Simulation — Cloth, hair, fluid, rigid body, ocean simulation workflows
- Animation Blueprint — ABP architecture, ForgeAnimHelper automation, template fallback workflows
How It Works — The Full Pipeline
The AI Forge MCP Package automates the complete asset creation pipeline from concept to engine delivery. Here is every step:
Step 1: Concept Art Generation ............. Grok (xAI) generates reference images
Step 2: 3D Mesh Generation ................ Hunyuan3D (Tencent) creates geometry from concept art
Step 3: Mesh Cleanup ...................... ForgeBlender removes loose geometry, merges doubles, fixes normals
Step 4: UV Unwrapping ..................... ForgeBlender verifies and optimizes UV layouts
Step 5: Texture Enhancement ............... ForgePainter bakes mesh maps + ForgeDesigner builds procedural materials
(fallback) ....................... ForgeBlender cinematic enhancement if Substance unavailable
Step 6: Rigging ........................... ForgeRig auto-generates skeleton via UniRig AI
Step 7: Weight Painting ................... ForgeBlender optimizes weights — edge loops, pruning, symmetry, deformation testing
Step 8: Animation ......................... ForgeMotion generates locomotion (HY-Motion) + combat (AnimationGPT)
Step 9: Animation Blueprint ............... GameForge + ForgeAnimHelper auto-wires ABP with state machines and blend spaces
Step 10: NPC Dialogue & Lipsync ............ ForgeNPC generates dialogue, ForgeVoice creates lipsync animations
Step 11: LOD Generation .................... ForgeBlender creates multi-level-of-detail chain for performance
Step 12: UE5 Delivery ...................... GameForge imports into Unreal Engine 5 with materials, LODs, and collision
Input: A .glb file + a reference image + a plain-English description of what you want.
Output: A fully rigged, textured, animated, lip-synced, UE5-ready asset with LODs, collision, Animation Blueprint, and proper material setup.
ForgeRoom — Mission Control
ForgeRoom is the command center where you manage your entire AI Forge pipeline. Every asset, every pipeline run, every game design document — all in one place. Available as a native desktop app (macOS now, Windows and Linux coming soon) and as a web console at forgeroom.hurtzdonut.com.
Dashboard
Real-time pipeline overview with asset counts, processing status, activity feed with auto-refresh, and quick access to recent assets and projects.

Import Asset
Drag-and-drop .glb upload with multi-angle reference image support (Front, Right, Back, Left views). Rich text description for telling the AI exactly what the asset should look like. AI Agent Connection panel for linking your MCP client to your game project.

Asset Library
Full asset management with filtering by type, status, rarity tier, and project. Grid and list views. Side-by-side asset comparison. Complete audit trail of every pipeline operation.

Stat Engine
Game item stat generation with built-in templates (Weapon, Armor, Consumable, Accessory). Stat Roller with configurable rarity, count, item level, and seed. Rarity multiplier system (Common 1.0x through Legendary 3.0x). Affix pool with rules by rarity tier. Escalate Roll for iterative refinement.

Projects
Multi-project management for organizing assets across different games. Each project tracks its own asset registry, pipeline history, and configuration.

Document Forge
Complete game design document authoring. Required docs (GDD, GSDD) plus game-specific docs: Character Bible, World Lore Bible, Combat Design, Economy & Crafting, Level Design, Quest Design, Art Style Guide, Audio Design, UI/UX Design, and Animation Requirements. AI-assisted generation starting from a GDD foundation.

3D Viewer
In-browser 3D model viewer with multiple material modes (Original, Clay, Metallic, MatCap, Normal Map, UV Check). LOD level switching (LOD 0–3). Annotation mode with pin placement and lasso selection for marking areas that need AI attention. Full lighting controls. "Send to AI Agent" passes annotations directly to the pipeline.

Rig Inspector
Post-rigging QA tool. Bone hierarchy browser. Mesh, Skeleton, Weights, and IK Chains visualization. Rig quality scoring (Weight Symmetry, Joint Deformation, Weight Distribution, Bone Influence Limit). Adjustment Notes for describing issues. Test poses: T-Pose, A-Pose, Idle, Walk, Run, Crouch, Jump, Attack, Death. Approve/Reject/Redo workflow.

ForgeAnimator
Motion capture and AI animation system. Phone-based LiDAR capture (Move.ai, Rokoko) with camera setup guide (LiDAR companion app coming soon). Animation checklist with quick-add templates (Locomotion, Combat, Social, Death sets). Dual viewport with Rendered + Skeleton overlay. AI Exaggeration — record a basic motion, describe what it should feel like, and the AI amplifies the capture to match. Direct UE5 export.

Server Forge
Multiplayer server infrastructure wizard. 4-step guided setup: Multiplayer Type, Configuration, Services, Deploy. Four archetypes: Co-op (2–4 players, P2P, free), Competitive (up to 64, dedicated server, matchmaking), MMO (100+, zone-based, persistent DB), Singleplayer (optional cloud saves). Generates UE5 networking code, Docker deployment files, and supporting services.

The 7 AI Backends (Including NVIDIA ACE)
This pipeline integrates seven AI systems, each handling what it does best. We believe in full transparency about what powers the work.
Grok by xAI — Concept Art Generation
All reference images and concept art can be generated using xAI's Grok. High-quality visual direction that feeds directly into the 3D pipeline. Used commercially under X/xAI Terms of Service with attribution.
Hunyuan3D by Tencent — Text/Image to 3D Mesh
Takes concept art or text prompts and produces raw 3D geometry. Open source under MIT License. Handles the leap from 2D reference to 3D model automatically.
UniRig by VAST-AI Research — AI Auto-Rigging (SIGGRAPH 2025)
GPT-based auto-rigger that predicts skeleton hierarchies and skin weights from raw meshes in seconds. No manual bone placement needed. Published at SIGGRAPH 2025.
HY-Motion by Tencent — AI Locomotion Animation
1-billion parameter DiT model trained on 3,000+ hours of motion capture data across 200+ movement categories. Powers all locomotion: walking, running, jumping, climbing, swimming, flying. Open source.
AnimationGPT — AI Combat Animation
Combat-specialized motion model with 8,700 combat animations and 26,100 text annotations tagged by weapon type, attack type, speed, and power. Generates contextual combat sequences from plain-English descriptions.
NVIDIA ACE — NPC Intelligence & Voice
NVIDIA ACE powers the NPC dialogue system (ForgeNPC) with personality profiles, contextual responses, and interrogation trees. NVIDIA Audio2Face (ForgeVoice) generates lip-sync animations with emotion classification. NVIDIA Riva provides speech-to-text and text-to-speech for real-time NPC voice interaction.
Claude by Anthropic — Pipeline Orchestration
The AI coding agent that ties everything together. Claude reads the pipeline configuration, calls tools across all 16 MCP servers, makes creative decisions based on the reference image, and delivers finished assets. Claude is the creative director — the MCP servers are its tools. With the 50-agent studio, Claude powers an entire team of specialized AI agents working concurrently on your game.
Species-Aware Animation Profiles
The AI Forge MCP Package includes 16 built-in species animation profiles that automatically adjust movement physics based on creature characteristics. The AI does not need manual configuration — the system reads the species profile and adapts all animation parameters automatically.
How it works: Each species profile defines height, weight, stride length, movement speed, center of gravity, limb proportions, and physics properties. When the animation system generates movement for a 15-foot ogre, it automatically produces heavy, lumbering footfalls with ground shake. When generating movement for a 5-foot elf, it produces fast, agile, light-footed motion. The same text prompt — "run forward" — produces physically different animations for every species.
10 Playable Species Profiles: Human, Elf, Dwarf, Orc, Ogre, Troll, Goblin, Undead, Demon, Dragon-Kin
6 Creature Profiles: Wolves/Canines, Bears/Large Quadrupeds, Serpents, Avian, Arachnids, Elementals
Each profile is customizable. Customers can modify existing profiles or create new species with their own physical characteristics, and the animation system adapts to match.
5 Asset Pipelines
The package supports five distinct asset production pipelines, each with specialized tool chains:
Characters (Playable)
32-bone extended skeleton with finger bones, bilateral symmetry enforcement, anatomical proportion validation, facial rig for lipsync, full locomotion + combat animation suite, automatic Animation Blueprint with ForgeAnimHelper.
Creatures & NPCs
24-bone skeleton, species-specific animation profiles, weight class physics, NPC dialogue generation, personality profiles, lipsync support for speaking NPCs.
Weapons
Geometric correction (blade straightening, symmetry enforcement), rarity-tiered material complexity (common through legendary), grip alignment for character hand bones, physics properties for combat animation.
Armor
Slot-based system (head, chest, legs, feet, hands, shield), material-type classification (metal, leather, cloth, bone), high-poly to low-poly bake workflow, proper weight painting for character deformation, equippable clothing system in UE5.
Environments
Enterable buildings with wall thickness, door and window cutting, stair generation, interior geometry, modular building kits, PCG-based settlement generation, landscape integration via UE5 PCG, proper lightmap UVs for static lighting.
Key Stats
| Metric | Value |
|---|---|
| MCP Servers | 16 custom-built |
| Total AI-Callable Tools | 565 |
| Lines of Production Code | 248,000+ |
| Specialized AI Agents | 50 (across 10 departments) |
| Supported Applications | 7 (Blender, Substance Designer, Substance Painter, Substance Sampler, Maya, Houdini, Unreal Engine 5) |
| AI Backend Integrations | 7 (Grok, Hunyuan3D, UniRig, HY-Motion, AnimationGPT, NVIDIA ACE, Claude) |
| Workflow Knowledge Documents | 9 (~260KB) |
| ForgeAnimHelper C++ Plugin | 1,169 lines |
| Species Animation Profiles | 16 (10 playable + 6 creature) |
| Asset Type Pipelines | 5 (characters, creatures, weapons, armor, environments) |
| ForgeRoom Dashboard Modules | 10 (Dashboard, Import, Assets, Stat Engine, Projects, Document Forge, 3D Viewer, Rig Inspector, ForgeAnimator, Server Forge) |
| Desktop Platforms | 3 (macOS, Windows, Linux) |
| REST API Endpoints | 40+ |
| Security Layers | 8 |
| Art Style Profiles | 4 (horror_fantasy, photorealistic, stylized, cel_shaded) |
| Bridge Plugins | 4 (Blender, Painter, Designer, Sampler) |
Technical Requirements
Required (Free)
- Blender 4.0+ — Download (free, open source)
- Unreal Engine 5.3+ — Download (free until $1M gross revenue)
- Python 3.10+ — Download
- Node.js 18+ — Download
- An MCP-compatible AI agent — Claude Code, Cursor, Windsurf, or any client supporting the Model Context Protocol
Optional (Improves Quality)
- Adobe Substance Painter — Professional texture painting and mesh map baking
- Adobe Substance Designer — Procedural material graph authoring
- Adobe Substance Sampler — Photo-to-material scanning
- Autodesk Maya — For studios with Maya-based pipelines
- SideFX Houdini — For procedural generation and VFX workflows
The pipeline works without Substance, Maya, or Houdini. The Blender-native cinematic enhancement path produces excellent results on its own. Additional DCC apps elevate the quality further when available.
Optional AI Backends (Free, Open Source)
- UniRig — AI auto-rigging, requires NVIDIA GPU with 8GB+ VRAM (GitHub)
- HY-Motion — AI locomotion animation, requires NVIDIA GPU with 24GB+ VRAM
- AnimationGPT — AI combat animation, requires NVIDIA GPU
Hardware Requirements
Important: The AI Forge MCP Package itself uses zero GPU. It is a tool orchestration layer — lightweight Python processes communicating over stdio. The GPU requirements listed below come entirely from the third-party software the pipeline controls (Blender, Unreal Engine 5, UniRig, HY-Motion, Hunyuan3D). If you already run Blender and UE5 on your machine, you already meet the requirements.
Minimum (Blender + UE5 pipeline, no local AI generation):
- GPU: Any GPU that runs Blender 4.x and UE5 (GTX 1070 / RX 5700 or better)
- VRAM: 4GB+
- RAM: 16GB
- Storage: SSD with 30GB+ free
Recommended (Full pipeline with AI backends):
- GPU: NVIDIA RTX 3080 or better (CUDA required for UniRig and HY-Motion)
- VRAM: 8GB+ (24GB+ for HY-Motion locomotion generation)
- RAM: 32GB minimum, 64GB+ recommended
- Storage: SSD with 50GB+ free space
The MCP servers themselves run on CPU and use minimal resources (~50MB RAM per server). GPU load comes from Blender rendering, UE5 viewport, and optional AI backends — the same GPU load you'd have using those applications without AI Forge.
Pricing
| Tier | Seats | Founder Price | MSRP |
|---|---|---|---|
| Solo | 1 dev | $35/mo | $79/mo |
| Duo | 2 devs | $65/mo | $139/mo |
| Studio | 5 devs | $149/mo | $249/mo |
| Enterprise | Unlimited | Custom | Custom |
All tiers get the full pipeline — all 565 tools, all 16 servers, all 50 agents. No feature gating. Pricing is seat-based only. Student discount and veteran/military discount available. Contact hurtzdonut.com for details.
Early Access — Founder Pricing
AI Forge MCP Package is currently in early access. The core pipeline is production-ready and actively used to build AI Legends (our proof-of-work MMO). New features, servers, and tools are being added continuously.
Founder pricing is locked forever at your signup rate. When we move to general availability, prices go to MSRP. Sign up now to lock in the founder rate permanently.
Early access subscribers also get:
- Direct input on feature priorities and new tool development
- First access to new MCP servers and AI backend integrations as they ship
The Proof of Work — AI Legends
AI Legends is a horror fantasy MMO being built entirely by the AI Forge MCP Package. Every asset in the game — characters, creatures, weapons, armor, environments — is produced by this pipeline. It serves as the living proof that the system works at production scale.
AI Legends demonstrates the full capability chain: Grok generates concept art, Hunyuan3D creates 3D meshes, ForgeBlender cleans and optimizes geometry, UniRig auto-rigs skeletons, HY-Motion and AnimationGPT generate movement and combat animations, ForgeAnimHelper auto-wires Animation Blueprints, the Substance suite handles materials and textures, ForgeNPC creates dialogue, ForgeVoice generates lipsync, and GameForge delivers everything into Unreal Engine 5.
One developer. One AI pipeline. One game.
Competitive Landscape
There is no comparable product on the market. Individual components exist — Blender MCP plugins, UE5 automation scripts, standalone AI rigging tools — but nothing chains the entire AAA pipeline under unified AI control from concept art through engine delivery. The closest alternatives require human operators at every handoff point between applications.
The AI Forge MCP Package eliminates those handoffs. One AI agent, one conversation, one prompt — and a game-ready asset comes out the other end.
Security & IP Protection
AI Forge uses an 8-layer security chain to protect both our pipeline IP and your game assets:
- Source code compiled via Nuitka — Python compiled to C, then to native binary. Customers get full functionality, never source code.
- Pipeline docs served to AI context only — Documentation and agent prompts are fetched from the cloud at session start and held in the AI's memory. Never written to disk. Never cached locally.
- JWT auth with rate limiting on the context delivery API — prevents bulk scraping or unauthorized access.
- CLAUDE.md directives — Technical layer that prevents AI agents from extracting or reproducing pipeline internals.
- TOS legal prohibition — Contractual enforcement against reverse engineering, extraction, and replication.
- Hardware fingerprint binding — Each license is tied to the customer's machine.
- 24-hour license heartbeat — Compiled binaries validate the license on startup and every 24 hours during operation.
- Forensic watermark — Exported assets contain an invisible watermark tied to the customer's license key, enabling trace-back if assets are leaked.
Attribution & Licenses
This product integrates multiple open-source and commercial AI platforms. Full attribution:
- Grok image generation by xAI — Concept art generated using Grok. Used commercially under X/xAI Terms of Service with attribution.
- Hunyuan3D by Tencent — Open source (MIT License)
- UniRig by VAST-AI Research — Open source (SIGGRAPH 2025)
- HY-Motion by Tencent — Open source
- AnimationGPT — Open source (based on MotionGPT + CombatMotion dataset)
- NVIDIA ACE / Audio2Face / Riva — NVIDIA commercial license
- Blender — GNU GPL
- Unreal Engine 5 — Epic Games EULA (free until $1M gross revenue)
- Substance Suite — Adobe commercial license (customer provides their own)
- Maya — Autodesk commercial license (customer provides their own)
- Houdini — SideFX commercial license (customer provides their own)
Get Access
Early founder pricing available — locked forever at signup rate.
- ForgeRoom Dashboard: forgeroom.hurtzdonut.com
- Back the Build: hurtzdonut.com/back-the-build
- Discord: discord.gg/PDHAtHhumc
AI Forge MCP Package — Hurtz Donut Studios
Built by Jeremy Fawcett
Proof of work: AI Legends — a horror fantasy MMO built entirely by AI agents using this pipeline
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