2026 guide

How to Make Game Assets With Claude Code, Cursor and Codex

Coding agents can now write the game and make the art for it. The trick is giving them the right tools and some rules. This is the setup, a full session from an empty folder to models in the engine, and an honest look at the asset servers you can choose from.

Tim Karlowitz/Updated November 2026/11 min read

Short answer

Coding agents make game assets through MCP servers. Connect one server that generates assets and, optionally, one that controls your engine. With 3D AI Studio connected, Claude Code, Cursor or Codex can generate textured 3D models, concept art, icons, PBR materials, sound effects and voice lines, save them into your project and write the code that uses them.

Setup is one command, for example claude mcp add --transport http --scope user 3daistudio https://mcp.3daistudio.com/mcp, with no API key. Keep the style consistent by generating a reference image first and asking for every asset in that style.

Grid of stylized game assets including a mushroom house, potion, key, slime, robot and axe
Props, pickups and a level diorama, each from a single sentence.
Pencil sketch of a treasure chest turned into a low poly 3D treasure chest
A rough sketch in, a game-ready model out.
How it works

What do you need to make game assets with a coding agent?

A coding agent already reads your project, writes code and runs commands. To make art it needs a tool that generates art. That is what an asset MCP server adds. If you also give it your engine's MCP server, it can place what it made in a scene and wire it up.

  1. Stylized orc warrior concept image

    Step 1

    Plan the asset list

    The agent reads your design doc and lists what the level needs.

  2. Concept art turned into a textured 3D model with a GLB file

    Step 2

    Generate

    Images first for anything important, then 3D, textures and sound.

  3. A generated warrior character standing in an Unreal Engine level

    Step 3

    Use it

    Files land in your project; the agent writes the loading code or places them in the engine.

Setup

How do you connect Claude Code, Cursor or Codex?

  1. Add the asset server

    One command or one config entry, below. It is a remote server, so nothing is installed and there is no API key.

  2. Add your engine's server (optional)

    Unity, Unreal, Godot, Roblox Studio and Blender all have MCP servers that let the agent place assets and write engine code.

  3. Sign in once

    The first time the agent uses 3D AI Studio, a browser window opens. Sign in and click Authorize. That is the whole setup.

Claude Code
claude mcp add --transport http --scope user 3daistudio https://mcp.3daistudio.com/mcp
Codex
codex mcp add 3daistudio --url https://mcp.3daistudio.com/mcp
Cursor: ~/.cursor/mcp.json
{
  "mcpServers": {
    "3daistudio": {
      "url": "https://mcp.3daistudio.com/mcp"
    }
  }
}

For the engine side, see our guides for Unity, Unreal, Godot, Roblox and Blender. If you build for the web with Three.js or Babylon.js, you do not need an engine server at all: the agent writes the loader code itself.

Walkthrough

What does a full asset session look like?

Here is a realistic session for a small stylized Three.js game, from an empty assets folder to working models with sound. The tool names are the real ones the 3D AI Studio server exposes.

claude ~/moss-valley
> read docs/art.md. we need the first level: a well, 3 crates, a lantern, a frog NPC. start with a style reference
● 3daistudio · create_project ("Moss Valley")
● 3daistudio · generate_image_nano_2_1 (style sheet: well, crate, lantern, frog, chunky low poly)
Saved assets/ref/style.png. Does this look right before I make 3D models from it?
> yes, go
● 3daistudio · edit_image_nano_2_1 × 4 (one front view per object, same style as style.png)
● 3daistudio · generate_p2 × 3 (well, crate, lantern · from their front views · quad mesh)
● 3daistudio · generate_prism_3_1 (frog NPC · from its front view)
└ 4 models ready · assigned to project Moss Valley
● 3daistudio · low_poly_model (frog, target 12,000 triangles)
● 3daistudio · generate_sound_effect × 2 (wooden crate break, frog croak)
Downloaded 4 GLBs to assets/models/ and 2 sounds to assets/sfx/.
Added src/level1.ts: places the well and lantern, scatters the crates, and plays crate_break.mp3 on hit.
npm run dev is running at localhost:5173. The frog idles by the well.
Illustration of a Claude Code session. Times and counts vary by model and settings.

Three things in that session do most of the work:

  • The style reference came first. Every model was generated from the same sheet, so the crate and the frog look like they belong in one game.
  • The agent asked before spending. Approving the reference image is cheap; regenerating four models is not. Tell your agent to check with you at that point.
  • Budgets were in a file. The agent read docs/art.md, so it knew the triangle targets and folders without being told each time.
docs/art.md (or CLAUDE.md, AGENTS.md, .cursor/rules)
## Art direction (read before generating any asset)
- Style: chunky stylized low poly, bright saturated colours, soft shading
- Style reference: assets/ref/style.png (pass it as a reference image)
- 3D project in 3D AI Studio: "Moss Valley"
- Props: P2, under 3,000 triangles, export GLB to assets/models/props/
- Characters: Prism 3.1 from a front-view reference, under 15,000 triangles
- Textures: 1K unless I say otherwise
- Sounds: short, dry, no music, save to assets/sfx/
Models

Which AI model should make which asset?

You can let the agent decide, and it usually picks well. When you want control, this is the breakdown we use:

Which 3D AI Studio model or tool to use for each kind of game asset
AssetUseWhy
Hero characters and creaturesPrism 3.1, or Meshy 7.1 from a reference imageBest overall detail; Meshy adds 4K and 8K textures
Props and pickupsP2Low poly game topology, optional quad mesh
Modular environment piecesHunyuan 3.1Clean, even meshes at a flat price, PBR included
Concept art and iconsNano Banana 2.1 or GPT Image 2.5Nano Banana for consistent sets, GPT Image for text
Floor, wall and rock texturesgenerate_materialTileable PBR maps: color, normal, roughness, metalness, height
Footsteps, hits, UI sounds, NPC linesgenerate_sound_effect, generate_speechAudio files saved next to your models

Below are real results: concept image in, game asset out. Drag a model around, or switch to clay to judge the mesh without its texture.

Choose a concept
Art direction

How do you keep AI game assets in one consistent style?

This is where most AI-made games fall down: every asset is fine and none of them match. A few habits fix it.

  • Make one style sheet image with several objects on it and get it right before any 3D. Reference it in every later request.
  • Use one 3D model per asset type. Mixing models for props gives you mixed topology and texture styles.
  • Write the rules down (style words, budgets, folders) in the file your agent reads at the start of each session.
  • Keep a 3D AI Studio project per game. The agent can list what is already in it before making a near-duplicate.
  • Generate in batches of the same kind: all the crates and barrels in one go, all the trees in another.
A photo of a person turned into a stylized 3D game character
Putting the player in the game: a photo turned into a stylized character. The same reference-first approach keeps a cast of characters consistent.
Engines

How do you get the assets into each engine?

Formats and notes for common game engines
EngineAsk forNotes
UnityFBXImports without extra packages. GLB needs Unity's glTFast package.
Unreal EngineFBX or GLBglTF imports through Interchange. Add collision after import.
GodotGLBGodot imports glTF natively; drop the file into the project folder.
RobloxFBX or glTFEach mesh must stay under 20,000 triangles. Import with the 3D Importer.
Three.js / Babylon.jsGLBThe agent can write the GLTFLoader code and drop the file in /public.
Options

Which MCP server is best for game assets?

Several companies now offer asset servers for coding agents. We make one of them, so read this with that in mind, but the facts below come from each project's own documentation.

MCP servers for game assets compared
ServerConnectionKey neededCovers
3D AI StudioRemote URL, browser sign-inNoSeveral 3D models, images, PBR materials, sound and speech, format conversion
Meshy MCPLocal (npx)Meshy API key, Pro plan or aboveMeshy 3D models, remesh, retexture, rigging and animation, 3D printing tools
ThrixelLocal (uvx)Thrixel accountModels made of named, editable parts; publishes web games
gamedev.shRemote URLAPI key, subscriptionSprites, 3D models, a catalog of ready-made icons
PicoBerryLocal (npx)API key after a purchase3D, images, remesh, texture, character animation
Hyper3D RodinRemote URL, browser sign-inNoRodin 3D generation for Claude Code

Where 3D AI Studio is the better pick

Breadth and setup. One remote URL gives you several 3D models, including Meshy 7.1 itself, plus images, materials and audio, and it works the same in Claude Code, Cursor, Codex and the chat apps. There is no key to keep out of your repo, and everything lands in one dashboard.

Where others are ahead

  • Rigging and animation inside the agent: Meshy's MCP server can rig humanoid characters and apply preset animations. Our connector does not do that yet.
  • Editable part hierarchies: Thrixel builds models out of named parts, which is useful when a door or a wheel has to move on its own.
  • 2D sprite games: gamedev.sh focuses on sprites and ships a catalog of ready icons.

Give your coding agent an art department

Connect 3D AI Studio to Claude Code, Cursor or Codex and generate 3D models, concept art, icons, PBR materials and sound effects from the same conversation that writes your game. Free to try, no API key.

Get the 3D AI Studio MCP

Read next

Questions

Frequently asked questions

Can Claude Code make game assets?

Yes, with an MCP server that generates them. Add 3D AI Studio with claude mcp add --transport http --scope user 3daistudio https://mcp.3daistudio.com/mcp and Claude Code can generate 3D models, images, PBR materials, sound effects and voice lines, save them into your project and write the code that loads them.

What is the best MCP server for game assets?

For most projects, 3D AI Studio: one remote server with several 3D models (Prism 3.1, P2, Hunyuan 3.1, Meshy 7.1), image generation and editing, PBR materials, sound effects and speech, and conversion to FBX, GLB, OBJ and more, with no API key. Meshy's MCP is stronger if you need automatic rigging and animation, and Thrixel if you want models made of separately editable parts.

Does this work in Cursor and Codex as well as Claude Code?

Yes. MCP is client agnostic. In Cursor, add the 3D AI Studio URL to mcp.json. In Codex, run codex mcp add 3daistudio --url https://mcp.3daistudio.com/mcp. The same tools and the same account are available in each.

How do I keep AI-generated game assets in one art style?

Generate a style reference image first, then ask for every new asset in the same style as that image. Keep all assets for one game in a single project, use the same 3D model for everything of the same kind, and give the agent fixed budgets, such as triangle counts and texture sizes, in a project note it reads every session.

Can AI-generated 3D models be used in Unity, Unreal and Godot?

Yes. Ask for FBX for Unity and Unreal, GLB for Godot and web engines, and FBX or glTF for Roblox. Generated models come textured with UVs. For mobile or large scenes, ask for a low poly version with a triangle target before you import.

Can the agent rig and animate characters?

Not through 3D AI Studio's MCP connector today. Rigging and animation are available in the 3D AI Studio web app, and Meshy's MCP server offers rigging and preset animations for humanoid characters if you need it inside the agent.

Is there a free way to try this?

Yes. A free 3D AI Studio account can use the connector for Prism 3.1 3D previews and GPT Image 2.5 Flare images with free credits. Everything else, including the other 3D models, format conversion and audio, is on the paid plans.

TK

Tim Karlowitz

Developer & Creative @ Karlowitz Studios

Tim is a creative technologist and developer at Karlowitz Studios in Germany. He specializes in interactive 3D web experiences and automated content pipelines, bringing a rigorous engineering perspective to AI tool evaluation.

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