3AGameFactory (GameFactory-3A)
An Apache-2.0 framework of agent skills and pipelines that turns a game requirement into assets (image, 3D, motion, audio, CG video) and engine-ready code for UE5, Blender, Unity, Godot 4 and three.js.
- GitHub stars
- 956 (GitHub stars as of 2026-10-24)
- License
- Apache-2.0
- Last commit
- 2026/10/23
- By
- OpenDCAI
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
git clone https://github.com/OpenDCAI/GameFactory-3A
cd GameFactory-3AOpen Codex, Claude Code or Gemini CLI in the folder, give it your game requirement and ask it to read agent_skills/setting_overview.md first.
Commands are copied from the project's README. Check the repository before running anything on your machine.
What you get
- agent_skills/setting_overview.md: the entry point that routes the agent to asset skills and engine context
- 10 SKILL.md skills: asset QA for image, 3D object, 3D scene, motion, audio and CG video, plus game-cg-director, create-vfx-effects, game-feel and game_design
- Asset pipelines: T-pose images, 3D objects, 3D scenes, rigs and motion, dialogue/SFX/ambience
- Code pipelines for gameplay mechanics and UI (HUDs, menus)
- Engine API context and reference adapters for UE5, Blender, Unity, Godot 4 and three.js
Good fit
- Generating a full vertical slice (assets, gameplay, UI) from one brief
- Fighting, FPS, racing and RPG prototypes, as shown in the README demos
- Studios wanting a QA'd asset pipeline driven by agent skills
Not for
- A quick, lightweight install; this is a large framework with model pipelines
- Machines without a GPU, unless you use hosted model APIs
Overview
3AGameFactory is one of the largest open game-generation frameworks built around agent skills. You give a coding agent a game requirement; it reads setting_overview.md, generates and QA's the assets it needs, then writes engine-native gameplay and UI for the engine you picked.
The asset side covers images and T-poses, 3D props and avatars, reconstructed scenes, rigging and motion, audio, and CG cutscenes. Every asset type has a QA skill so the agent checks results before using them. The code side has mechanic and UI pipelines plus API context files for UE5, Blender, Unity, Godot 4 and three.js.
The README shows recorded demos for every engine: fighting, FPS, racing and RPG games, plus trailers and cutscenes. Contributors get a CPU-only smoke harness in agent_skills/develop_harness/.
Related
- Hermes GameForge is a lighter, offline game studio for Hermes Agent.
- open-game-skills focuses on game feel and design rules.
- MCP for Blender lets the agent drive Blender directly.
Requirements
- Codex, Claude Code, Gemini CLI or another compatible coding agent
- The target engine: UE5, Blender, Unity, Godot 4 or three.js
- A GPU and model weights for local generation, or API keys (e.g. Meshy) for hosted models
Topics
FAQ
Works well with
Skills the author points to as related or as the better fit for neighbouring tasks.
Hermes GameForge
A game-development plugin for Hermes Agent with 10 agent skills and 9 tools: SFX, music, NPC voices, pixel sprites, tilesets, low-poly 3D, web/Godot/Unity builds, a playtester that plays the build, and itch.io export. Runs offline by default.
open-game-skills
An MIT pack of about 190 SKILL.md agent skills for game design: combat feel, camera, traversal, world, validation, 2D/Spine and art pipeline, with a dispatcher and adapters for Three.js, PixiJS, Phaser, Cocos, Godot, Unity and Unreal.
MCP for Blender (blender-mcp)
Community plugin to control Blender with any LLM. The most-starred game-adjacent MCP server on GitHub.
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