GameCodex
MCP server that provides game design lenses and knowledge base docs to help AI assistants and programmers make better design decisions during game development.
README
GameLens
A game designer AI lens for programmers.
Your AI assistant writes competent game code and gives you zero design judgment.
It will implement a jump, a shop, or a crafting system without ever asking
whether it should exist, what it should feel like, or which proven design
thinking applies. GameLens fixes exactly that: one MCP tool — lens —
that answers as the game designer looking over your shoulder.
you (or your AI): lens { situation: "my jump feels floaty" }
→ Game Feel (Steve Swink): measure input-to-photon latency;
derive gravity from jump height + time-to-apex; split
rising/falling gravity; the questions, red flags in code
terms, and concrete fixes.
Every lens distills an industry-proven philosophy with real provenance — Mark Cerny's Method, MDA, Sid Meier's interesting decisions, Swink's game feel, juice, flow & difficulty (incl. Celeste's assist thinking), George Fan's onboarding rules, Nintendo's kishōtenketsu, core loops, Derek Yu on finishing, Valve-style playtesting, Self-Determination Theory, Sirlin/Schreiber balance, Koster's theory of fun, and BotW-style emergence.
Install
claude mcp add gamelens -- npx -y gamelens
Or in any MCP config (claude_desktop_config.json, .cursor/mcp.json, …):
{
"mcpServers": {
"gamelens": { "command": "npx", "args": ["-y", "gamelens"] }
}
}
One tool — the whole game
| Call | Returns |
|---|---|
lens { situation: "players quit at the first boss" } |
The matching lenses (here: flow & difficulty, playtesting) — designer questions, red flags, prescriptions — plus matching docs from the knowledge base |
lens { lens: "scope" } |
One named lens in full |
lens { doc: "E6" } |
A knowledge-base doc (big ones return a table of contents; add section: "…" for one part) |
lens { } |
The catalog of all 15 lenses |
That's the entire tool surface. No schema bloat, no action routing.
Design philosophy only
The knowledge base is a small, curated library of game-design docs — genre
reference, game feel craft, design fundamentals, level design, postmortem
lessons, difficulty & accessibility — reachable through the same tool: every
situation reply ends with the matching docs, and doc/section reads them.
The docs also ship as passive MCP resources (gamelens://docs/...).
No engine documentation. Engine API freshness is Context7's job; editor
integration is Godot-MCP's and Unity-MCP's. GameLens is the design-judgment
layer none of them touch — they compose well. (GameLens 2.x, published as
gamecodex, bundled a 957-doc engine library; v3 removed it.)
Monorepo
GameLens/
├── packages/
│ ├── server/ <- the MCP server (the product) — see its README + SPEC.md
│ └── site/ <- marketing site (stale; predates the lens direction)
└── package.json <- npm workspaces root
npm install && npm run build && npm test
Links
- npm
- GitHub (canonical)
- Issues
- GitLab mirror
License
MIT
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