Most generators stop at the file tree. Creating the Linear project, the sprints and the tasks in the same call is what makes this useful for a game jam or a short build — the backlog exists before the first commit, with acceptance criteria attached. The dependency to plan for is that Linear work happens through another MCP server, so both need to be connected for the full sequence to run.
An MCP server that generates game projects. You give it a name, a game type and a target path; it writes out a project with the required screens and the stack already configured, and creates the matching project structure in Linear through a separate MCP server.
- `create_game_project` scaffolds the project from `gameName`, `gameType`, `teamId` and `projectPath`
- Five game types to choose from — `platformer`, `puzzle`, `endless-runner`, `physics-based` and `arcade` — each with its own template
- Every generated project ships the three screens a game needs — Start, Game and Game Over — plus confetti on completion and a mobile-first layout
- A configured stack rather than an empty folder: TypeScript, Vite, TailwindCSS, React Three Fiber for 3D, Rapier for physics and GSAP for animation
- `get_game_templates` lists what is available before you commit to a type
- `update_game_knowledge` refreshes the guidance the generator draws on, by topic
- Project management created with the code: a Linear project with a description, three one-week sprints, and tasks carrying acceptance criteria and test cases
Node.js, with `npm install` in the cloned repository; the client then launches `src/index.js` with `node`. The package is `mcp-game-server`, version 1.0.0. The Linear side is not built in — it goes through a separate Linear MCP server, and creating a project needs the Linear team ID passed as `teamId`.
Build from source — clone the repository and build it, then point your client at the binary
