Bring references, documents, media and 3D assets onto one visual canvas. Keep their versions, production decisions and exports connected to the project files on your machine.
Alpha · macOS installer · MIT License. Local organization works on its own; AI production requires your own configured tools and accounts. README translations do not change the workbench UI, which currently uses Chinese labels.
Try it · Monster · Install · Features · Gallery · Docs · Limits
Try it in a conversation
Once installed, paste this into a new Codex chat:
Open the Open Game Studio workbench.
Create a project named Forest Relics in a folder I choose.
Add a character brief and a reference image to a canvas,
then connect them as inputs to a character production group.
Show me the frozen input list before starting production.
Use the workbench to organize and inspect; use the conversation to tell Codex what to do. Connections supply inputs. Starting production is a separate action.
Want a starting point for file organization? Read the optional project file guide (Chinese), then ask: Adopt the standard Open Game Studio file guide in my game project. You can choose individual rules; existing projects keep their layout unless you request a migration.
Monster module: cloud GPU rigging, pose training and animation
Monster guide · Workflow & G1/G2/G3 audit skill · Colab notebook
Turn a static 3D creature or character mesh into rigged candidates, a creature-specific pose probe and baked animations on a Colab G4 GPU—while keeping your Mac free of CUDA, PyTorch or Blender dependencies. Monster follows explicit G1 / G2 / G3 user audit gates so candidate selection, pose sampling and motion quality stay under human review.
| Stage | Pipeline & capabilities |
|---|---|
1. Candidate rigging (rig · G1) | SkinTokens + Blender Cycles GPU (OPTIX/CUDA, GPU OpenImageDenoise, persistent BVH) generates 4 candidate skeletons, preserves independent accessory topology, and renders synchronized multi-view review sheets for G1 selection. |
2. Pose probe (train · G2/G3) | Synthesizes dual-view orthographic poses (1344×768 split by default, or optional 2560×1440 2K mode) after G2 50-pose review, trains a creature-specific DINOv2 heatmap + depth/visibility head (SDPA attention, TF32, 5×5 peak-mass confidence), and validates reconstruction at G3. |
3. Action baking (animate) | Full-precision MiniMax H3 (bf16/fp16, plus optional 2-stage 3D latent upscaler + tiled hires-fix for 2K) generates synchronized dual-view motion; 2D Hampel spike rejection, 5-point Savitzky–Golay quaternion filtering and bounded local-Euler multi-child Swing-Twist IK bake <action>_animated.glb. |
| 4. Zero-CUDA local client | Click the Open in Colab badge to launch the G4 Worker (pulls latest GitHub code and reuses Google Drive caches). On macOS, npm run monster:call auto-bootstraps packages/monster/.venv, auto-discovers endpoint_registry.json from Google Drive for Desktop (or pairs via one-line connect), verifies protocol_version, and downloads ZIP outputs. |
Once the Colab Worker is running, call it directly from the repository root:
npm run monster:call -- status
npm run monster:call -- rig creature_01 /absolute/path/input.glb
npm run monster:call -- train creature_01 --samples 3000 --epochs 15
npm run monster:call -- animate creature_01 'idle:loop walk:loop'
Downloaded artifacts import into the workbench as immutable asset revisions; offline release bundles can be built with npm run monster:package.
Install and open
You need macOS, Node.js 24+ (with npm), and a Codex CLI that provides codex plugin. The embedded workbench also needs a Codex host with MCP Apps support.
Run the one-line installer (or clone the repository manually):
curl -fsSL https://raw.githubusercontent.com/GrinZero/codex-game-studio/main/scripts/bootstrap.sh | bash
git clone https://github.com/GrinZero/codex-game-studio.git
cd codex-game-studio
npm ci
npm run install:local
The installer builds both workbenches, copies an independent runtime, installs game-studio@game-studio-local, and starts a user LaunchAgent for the browser workbench. This is a local source installation; no npm package or remote marketplace install is advertised.
- Start a new Codex chat and say:
Open the Open Game Studio workbench. - You can also select Open Game Studio from the sidebar’s … menu when your host exposes the registered entrypoint. If it is missing, restart Codex.
- The browser fallback is http://127.0.0.1:4310. Run
npm run demofrom the checkout for the original Star Maker sample (shown as星铸者 · 示例).
The demo imports illustrations and a brief into two canvases. It runs no generation, review or engine validation.
For updates, removal, custom paths and direct MCP setup, see Setup.
What you can do
| Capability | What it gives you |
|---|---|
| Local projects | Create or link a folder, choose a cover, and keep existing files in place. |
| Versioned assets | Import file sets with SHA256 and immutable history. Canvas references stay pinned when newer versions arrive. |
| Visual canvases | Arrange assets and notes, connect inputs, reuse versions across canvases, and undo/redo layout changes. |
| Documents and media | Edit Markdown into new versions; preview images, audio, video and self-contained GLB models with animation controls. |
| Asset production | Draft image, video, model, animation or audio tasks, freeze references, and run them through local Codex with configured tools. |
| Character workflows | Follow brief → reference → candidate → appearance review → assembly → rig → deformation review → export, with saved decisions and partial reruns. |
| Traceable delivery | Export explicit versions with a file manifest and hashes. Keep engine acceptance as a separate check. |
Learn the interaction details in the Workbench guide.
See the workbench
Real screenshots from an isolated local demo, using the repository’s original sample artwork. They show the current Chinese UI, not translated UI or completed production assets.
Project library · dark theme
Project library · dark theme
Connected canvas · dark theme
Connected canvas · dark theme
Tools and documentation
26 domain MCP tools + 1 app-only bridge · 13 workflow skills. HTTP and embedded MCP Apps share the same project core and asset history.
| Start here | Reference |
|---|---|
| Setup, data paths and MCP configuration | Install, update, remove or connect directly. |
| Workbench guide | Canvas editing, version selection and production handoffs. |
| Tool contract | Complete tool index, input schemas and state rules. |
| Verification record | What was tested and what still needs real-world validation. |
| Implementation status | Architecture, incomplete milestones and planned work. |
| Monster module | Open in Colab Worker source and auto-discovered local client. |
| Local GLB compression skill | Portable offline CLI with Draco, textures, resizing and comparison reports. |
Current limits
-
Early Alpha: local projects, versioning and workflows are implemented. Built-in provider APIs, credential management, a complete cost panel, automatic game-directory scanning, database backup and Blender/Godot validation workers remain unfinished.
-
Bring your own production tools: the local Codex executor does not bundle model services. Availability, login, fees and submission approval depend on each configured tool. A missing tool or required approval produces an explicit failure, not a placeholder asset. Stopping a local task does not cancel work already submitted remotely.
-
Preview is not acceptance: GLB structure checks and file hashes do not establish mesh quality, editable Blend files, rig deformation or engine compatibility. Export manifests keep engine validation at
not_verified. -
Pinned means pinned: new asset versions do not replace versions already used in canvases or reviews. SVG and glTF files with external dependencies are not supported for import. Undo/redo currently covers layout, not every graph operation.
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Host support varies: the MCP App entrypoint is registered and tested in a sandbox. Its visibility, caching and refresh behavior in the native Codex host depend on the host.
Contributing
For development commands, checks, build markers and runtime synchronization, see CONTRIBUTING.md. Bug reports should include the displayed build marker, host, reproduction steps and expected behavior; remove credentials and private project files.
License and sources
The workbench uses the MIT License; Monster and its exported workflow skill use AGPL-3.0-only. Dependency licenses and original sample provenance are recorded in Third-party notices.
README presentation takes inspiration from Tripo Studio for Codex; the banner and demo screenshots here belong to this project.