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Game assets, prompts and pipelines
What we learn shipping rigged, animated, engine-ready assets from text — and how to get them into Unity, Unreal or Godot through an AI agent. RSS
From Level Plan to Playable Greybox with GripForge
A practical workflow for turning a level plan into a testable greybox with GripForge map tools, reusable props and checks in the target engine.
How to Check Texture Tiling Before Exporting Terrain to a Game Engine
A practical pre-export checklist for catching seams, repetition, and material issues in game terrain before it reaches Unity, Unreal, or Godot.
An AI 3D model is not a game asset yet: the gap between a mesh and a playable character
Text-to-3D generators produce impressive meshes. Here is what is still missing before one runs in a game, why most "AI game asset" tools stop at the mesh, and how to close the gap without a 3D artist.
MCP for game development: give Claude Code or Cursor a real 3D asset pipeline
What the Model Context Protocol changes for game developers, how an agent goes from "make me a boss" to a rigged GLB in the project folder, and how to connect GripForge's MCP server in one command.
How to turn a text prompt into a rigged, animated game character (Unity, Unreal, Godot)
A static AI mesh is not a character. Here is the full path from a one-line prompt to a rigged, animated GLB with the weapon in its hand, and how to drop it into Unity, Unreal or Godot.