MCP server for generating advanced mock 2D PNG assets for game prototypes.
io.github.crony-io/2d-assets-mcp (MCP Server)
This Model Context Protocol (MCP) server generates advanced mock 2D PNG assets for game prototypes. It is implemented in TypeScript and is published as the npm package 2d-assets-mcp. The project is MIT-licensed and targeted at game development workflows that require 2D graphics assets.
๐ ๏ธ Key Features
Generates mock 2D PNG assets
Supports game prototype asset creation
Uses the Model Context Protocol (MCP)
TypeScript-based implementation
Distributed via npm (2d-assets-mcp, MIT license)
๐ Use Cases
Creating 2D PNG mock assets for game prototypes
Planning โfeelโ before producing final art
โก Developer Benefits
Integrates into MCP tooling using model-context-protocol
Helps automate early game-2d asset generation
Fits workflows for engines/tools mentioned in topics (e.g., Godot, Unity2D, RPG Maker)
โ ๏ธ Limitations
Documentation excerpt does not specify available MCP tools or exact capabilities beyond 2D PNG mock asset generation.
Design your game's feel before you design its art.
Just like wireframing helps designers visualize user flows before start sketching, 2d-assets-mcp helps game developers visualize timing, frames-per-second (FPS), collision boundaries, and UI layouts before spending hours on final artwork.
This MCP (Model Context Protocol) server lets any AI assistant (Antigravity, Claude Code, Codex, Devin, or any of them as long as it's MCP-compatible) generate advanced 2D mock/placeholder assets in PNG format right into your project folder. Save time and prototype faster, nail your game's feel with 2d-assets-mcp, and then replace the mockups with original artwork when you are ready.
This MCP is engine-agnostic and it works flawlessly with any game engine that supports PNG import, like:
Godot
Unity
Unreal Engine
GameMaker
Construct
RPG Maker
And many more!
Save time and create placeholder health bars, spritesheets, and whatever UI elements you can think of with full support for gradients, patterns, transparency, text rotation, and auto-scaling, all via chat and without ever opening an image editor.
The idea behind it is to help you test and iterate how your game feels first by prototiping scale, jump arcs, and animation timing without waiting on final art assets, and also with zero friction: Need that placeholder button to be 20% larger? Just ask your AI client to regenerate it.
TIP
2d-assets-mcp has AI-Friendly Metadata โ meaning each generated PNG embeds rich JSON metadata (dimensions, color, shape, gradient properties, pattern details, text properties, stroke properties, description) directly in its EXIF data, so AI models without vision can still understand what an asset contains.
Generated Assets Examples
Here are some example assets generated by this MCP server:
readme_assets_display.gif
Character Sprites & Animations
Hero Idle Animation (8 frames, 512x64)
8-frame idle animation spritesheet with effect
UI Elements
Attack Button (128ร48)
Button with red gradient, rounded corners, and "ATTACK" label
Health Bar (200ร24)
Health bar at 75% fill with green color and dark gray track
Game Items
Gold Coin (32ร32)
Circular coin with radial gradient, dot pattern overlay, and "COIN" label
Grass and water
Trees
Animation Spritesheets
Fire animation (4 frames, 192x48)
4-frame spritesheet
Security Considerations
Asset Content
Generated assets are pure placeholder graphics and they do not contain malicious code.
Embedded metadata is plain JSON and is not executable.
Because this MCP server writes files directly to your machine to save you time, please review these security best practices:
File System Access
The server can write files to any path specified by the AI assistant.
Recommendation: Configure your AI client to restrict access strictly to your game's project directories.
Warning: Be cautious when asking the AI to generate assets outside your project directory.
Path Traversal
This server validates paths, but you should always be aware of potential path traversal attempts when dealing with MCP servers, and review generated file paths before confirming operations.
Overall Best Practices
Use absolute paths in configurations to prevent ambiguity.
Restrict AI access to your game project directory only.
Review generated assets before committing to version control.
Keep your Node.js dependencies updated.
Core Features
Instant asset generation: one tool call, one PNG, full visual configuration.
Spritesheet & Batch mode: generate multiple frames or composite them into a single animation-strip spritesheet in one request.
Rich visuals: support for solid fills, linear/radial gradients, stripe/dot/grid pattern overlays, rounded corners, circles, opacity, and stroke control.
Dynamic UI Elements: create partially filled progress/health bars using fillPercent and trackColor for partially-filled assets.
Auto-scaling labels: text automatically scales to fit the asset, or you can override it with explicit fontSize if needed.
Non-vision AI friendly: embedded JSON metadata readable back via read_image_metadata, without loading image pixels, ideal for non-vision AI workflows.
Smart naming: output files are automatically named with their dimensions (e.g. player_idle_128x128.png) to help models with no vision know the dimensions when using the asset.
Tools Reference
This MCP server equips your AI with 3 tools to generate and read 2D asset metadata.
1. generate_mock_asset
Generates a single PNG asset and writes it to the disk. It supports gradients, patterns, transparency, text rotation, and embedded metadata.
Parameters (press to expand)
Required parameters
Parameter
Type
Description
filename
string
Output filename, e.g. player_idle.png
directory
string
Absolute path to the output folder (created if missing)
text
string
Label rendered on the asset
color
string
Background hex color, e.g. #FF5733
Optional parameters:shape & size
Parameter
Type
Default
Description
width
number
128
Width in pixels
height
number
128
Height in pixels
shape
rectangle | rounded-rectangle | circle
rectangle
Geometric shape
opacity
number0โ1
1.0
Background opacity
strokeColor
string
#000000
Border hex color
strokeWidth
number
4
Border width in px; 0 removes the border
Optional parameters:fill & gradient
Parameter
Type
Default
Description
fillMode
solid | linear-gradient | radial-gradient
solid
Background fill type
secondaryColor
string
auto-derived
Second gradient stop; auto-shaded from color if omitted
gradientAngle
number
45
Angle in degrees for linear gradients (ignored for radial)
Optional parameters:progress/health bar
Parameter
Type
Default
Description
fillPercent
number0โ100
100
How much of the asset is filled (left to right)
trackColor
string
โ
Color of the unfilled portion; transparent if omitted
Optional parameters:pattern overlay
Parameter
Type
Default
Description
pattern
none | stripes | dots | grid
none
Pattern overlay type
patternColor
string
auto-derived
Pattern color; contrast-auto if omitted
patternOpacity
number0โ1
0.18
Pattern overlay opacity
patternScale
numberโฅ2
16
Pattern tile size in pixels
Optional parameters:text
Parameter
Type
Default
Description
textPosition
center | top | bottom
center
Vertical text alignment
fontSize
number
auto-scaled
Explicit font size in px; auto-fits if omitted
textRotation
number
0
Text rotation angle in degrees
textColor
string
auto-contrasting
Hex color for text; auto-calculated if omitted
Optional parameters:metadata
Parameter
Type
Default
Description
assetDescription
string
โ
Human-readable description embedded in the PNG EXIF for non-vision AI context
NOTE
Output filename format
The server automatically appends the dimensions to the filename before writing:
code
player_idle.png โ player_idle_128x128.png
2. generate_mock_asset_batch
Generates multiple assets in one request. Supports individual PNGs or a single composed spritesheet.
Parameters (press to expand)
Required parameters
Parameter
Type
Description
assets
AssetConfig[]
Array of asset configs (same fields as generate_mock_asset)
Optional parameters
Parameter
Type
Default
Description
spritesheetMode
individual \ spritesheet
spritesheet
individual writes separate PNGs; spritesheet composes a single PNG
sheetFilename
string
spritesheet.png
Output filename for the composed spritesheet
sheetDirectory
string
first asset's directory
Output directory for the spritesheet
sheetMargin
number
8
Outer padding around the spritesheet in pixels
sheetSpacing
number
8
Gap between animation frames in pixels
NOTE
Spritesheet layout
All assets are arranged in a single row (traditional animation strip). Each frame cell is sized to the largest asset in the batch; smaller assets are centered within their cell. The output filename includes the total sheet dimensions:
code
player_run.png โ player_run_648x136.png
3. read_image_metadata
Reads the JSON metadata embedded in the EXIF ImageDescription field of any PNG generated by this server. Useful for AI models that lack vision, because they can understand what an asset contains without decoding the image.
Parameters (press to expand)
Required parameters
Parameter
Type
Description
filepath
string
Absolute path to the PNG file
How metadata embedding works
Metadata is stored as a JSON string in the PNG's EXIF IFD0.ImageDescription field using the sharp library's withMetadata API.
Reading it back uses a deliberate bypass of standard TIFF byte-walking: instead of parsing the binary TIFF structure, the raw EXIF buffer is scanned as a UTF-8 string for the known "generator":"2d-assets-mcp" key, then the surrounding JSON object is extracted. This makes the reader immune to TIFF padding, byte-order variations, and unusual IFD layouts across different PNG writers.
Example response (press to expand)
json
{"generator":"2d-assets-mcp","type":"asset","name":"player_idle","width":128,"height":128,"color":"#4A90E2","shape":"rounded-rectangle","fillMode":"linear-gradient","fillPercent":100,"trackColor":null,"pattern":"none","secondaryColor":"#2E5A8A","gradientAngle":45,"textRotation":0,"textPosition":"center","strokeColor":"#000000","strokeWidth":4,"description":"Player idle placeholder, blue rounded rectangle 128x128","createdAt":"2025-01-15T10:30:00.000Z"}
Spritesheet metadata fields (additional fields returned for spritesheet files)
Once connected to an AI coding assistant, try these prompts to speed up your workflow:
Single asset
"Create a 128ร128 blue rounded-rectangle placeholder for my player character at C:\Users\me\project\assets\sprites\ (Windows) or /home/me/project/assets/sprites/ (Linux) or /Users/me/project/assets/sprites/ (macOS). Label it 'Player' and give it a radial gradient."
Health bar
"Generate a health bar PNG at 200ร24 pixels, filled 65%, thin stroke, red fill color, dark gray track, at your project's UI folder. Call the file health_bar.png."
Spritesheet
"Create a 4-frame run cycle spritesheet for my player. Each frame should be 64ร64, different shades of blue, labeled Frame 1 through Frame 4. Save it to my project's sprites folder."
Read metadata
"Read the metadata from my project's sprites folder, file player_idle_128x128.png."
Installation
Option 1: Use directly with npx (no install required)
The fastest way to connect it to any AI coding assistant: