Releases: Cuvara/game-art-mcp
Releases · Cuvara/game-art-mcp
Release list
v0.3.1 — Fix plugin skill auto-discovery
Fix
- Add
"skills": "./skills/"to.claude-plugin/plugin.jsonso/game-art:*slash commands are auto-registered when the plugin is installed - Previously skills existed in
skills/but Claude Code couldn't discover them without theskillsfield in plugin.json
Other
- Bump version to 0.3.1
- Update asset registry with flat-roof house asset
Full Changelog: v0.3.0...v0.3.1
v0.3.0 — Style Intelligence & Art Memory 2.0
What's New — Phase 8E
Style Intelligence (src/intelligence/)
- StyleCompiler — Compiles style+material+detail into flat
StyleConstraints(palette limits, outline rules, cluster grammar, texture density, forbidden patterns) - VisualSignatureEngine — Deterministic visual fingerprint from canvas: palette distribution, cluster stats, edge/silhouette complexity, shadow/highlight ratios, texture density. Similarity scoring between signatures
- StyleConsistencyChecker — 7-dimension post-generation check (palette, outline, lighting, clusters, material, texture, detail) against compiled constraints
- StyleRepairPlanner — Generate prioritized repair actions from failed consistency checks
- StyleInsightEngine — Detect recurring patterns in approved assets with confidence scoring. Analyze rejection patterns for anti-pattern detection
Smart Reference Retrieval
- ReferenceRetriever — Ranked retrieval by canonical>approved>style match>material>type>recency. Budget-capped (default 5 refs)
- ReferencePackBuilder — Compact reference pack: style constraints + 3-5 canonical refs + 1-2 negative examples + material palette
- SessionBootstrapService — Dynamic session context generator: current style summary, canonical assets, anti-patterns, recent decisions. A new Claude session can reconstruct the style without conversation history
10 New MCP Tools (117 total)
art.style.compile— compile style constraintsart.style.check— run consistency check on canvasart.style.repair— generate repair planart.style.bootstrap— get session bootstrap contextart.ref.retrieve— smart reference retrievalart.ref.pack— build reference packart.ref.canonical— get canonical assetsart.memory.signature— compute visual signatureart.memory.insights— get style insightsart.memory.negative— get negative patterns
Extended Existing Systems
- StyleLoader — now loads
materials.yamlas 8th style file - ArtMemoryService — added
updateAnchor(),updateReference(),updateRejection()methods - ResolvedStyle — extended with optional
materialsfield - Studio API — 3 new endpoints: bootstrap, insights, consistency
Rejection Taxonomy
18 structured rejection categories: STYLE_MISMATCH, PALETTE_MISMATCH, TOO_NOISY, OVERDETAILED, BAD_CLUSTERING, etc.
Canonical Promotion Flow
draft → approved → candidate_canonical → canonical
Stats
- 117 MCP tools total (107 + 10 new)
- ~2,700 lines new code in
src/intelligence/ - 10 new files, 8 modified files
- Zero system duplication — extends existing style/memory/detail
Breaking Changes
None — fully backward compatible.
v0.2.0 — Canvas Engine + Detail Intelligence
What's New
Canvas Drawing Engine (Texel-style)
- 14 canvas MCP tools (
art.canvas.*) — AI paints pixel art directly using drawing primitives - Server-side PixelCanvas with line, rect, circle, fill, noise, dither, voronoi, polygon, gradient, symmetry, outline, stamp, shading
- Deterministic PRNG (
mulberry32) for reproducible procedural textures - Auto-save to drafts/ with file-based Studio bridge
Phase 8D — Detail & Material Intelligence
- 16 detail MCP tools (
art.detail.*,art.critic.*) - DetailPassEngine — 12-pass pipeline: reference → silhouette → base → shadow → form → material → texture → micro detail → cleanup → critique → refine → QA
- 7 texture generators: noise-cluster, voronoi, directional-grain, crack, speckle, cavity, edge-breakup
- PixelClusterEngine — cluster detection, merge orphans, expand/erode, shape templates
- MaskEngine — silhouette/shadow/highlight masks, boolean ops, focal density maps
- ArtCritic — 12-dimension spatial scoring with actionable refinement plans
- 11 material profiles (stone, wood, metal, grass, dirt, water, leather, cloth, skin, ice, magic)
- 8 detail profiles (low/medium/high/hero/boss/tile/item)
- DetailBudget + DetailCeiling for anti-overdetail protection
Game Art Studio (Web UI)
- Live Canvas PiP — floating preview shows selected asset OR active canvas session
- Detail Inspector tab — score breakdown, pass timeline, art plan, critique issues
- Auto-open — canvas sessions auto-select in editor when AI draws
- Size presets in create dialog (per asset type)
- Relative time display on assets
- Save to workspace button in PiP
- Reference board X button fix
Assets
- 12 pixel art assets generated: rocks (5 variants), tree, bush, cottages (4 iterations)
- Full registry with YAML metadata
- QA results, production manifests, reference analyses
Stats
- 107 MCP tools total (91 existing + 16 new)
- ~7,000 lines of new code
- 27 new files in
src/detail/
Breaking Changes
None — fully backward compatible.
v0.0.1 — Phase 1-7 Complete
game-art-mcp v0.0.1
AI-driven pixel-art style system and MCP server for 2D RPG game art direction.
What's included
Complete art production pipeline — Phases 1 through 7:
| Phase | Component | MCP Tools |
|---|---|---|
| 1 | Versioned Style System | 5 |
| 2 | Asset Registry | 8 |
| 3 | Art Memory & References | 16 |
| 4 | Art QA Engine | 7 |
| 5 | Provider Adapters | 8 |
| 6 | Production Orchestrator | 10 |
| 7 | Versioning & Approval | 13 |
67 MCP tools • 156 tests • Full E2E validated
Quick Start
npm install
npm run build
npm test
npx tsx scripts/run-e2e.ts # Full pipeline + web previewPreview
npm run art-preview # http://localhost:5173