The generative game studio

The AI game maker. Play it in minutes.

Say what you want to play. An agent writes the code, draws the art, tests the build, and ships it to your arcade. Tonight you could be playing:

A kart racer on a frozen lake, a one-button climber with a collapsing wall, a puzzle where stacking light is the mechanic, a cozy game about a cat and the post, or a 16-bit platformer with a spin attack.

Invite-only while we build it. One email when it's your turn.

One sentence
is the whole brief
Minutes
from idea to a playable build
No install
runs in the browser, just send a link
Yours
source, assets and arcade
How it works

Four steps, and you're only involved in the first one.

The studio runs on its own virtual machine rather than handing you loose code snippets. The agent works with a full game engine, an asset pipeline, a browser for testing, and somewhere to publish.

You describe it

Give it a sentence, a paragraph, or a folder of reference images. Mention the genre, the era, the visual style, or the one mechanic that matters. It's whatever you'd tell a friend who was making it for you.

The agent builds it

A cloud machine boots with the game engine and toolchain ready. The agent writes the code, generates the art and sound, maps the controls, and assembles a complete project rather than an unfinished snippet.

It plays its own game

Before you ever see the build, the agent runs it in a headless browser. It checks that the game boots cleanly and holds its frame rate without throwing errors. Failures go back to the agent, not to you.

It ships to your arcade

The web build publishes directly to yourname.vbgnt.com. Send that link to anyone and it opens on phones, tablets, laptops, or television browsers. Online games include a lobby, so the link doubles as an invite. When you're ready for more, a single click exports desktop and mobile builds to itch.io.

What comes back

A game you can send to someone, without an explanation attached.

It plays everywhere

One web build with four ways to play. The agent wires up every control scheme while making the game, rather than bolting on ports later.

  • Phones and tablets, with actual touch controls
  • Desktop keyboard and mouse
  • Gamepads through the browser Gamepad API
  • TV and console browsers, fully usable with a D-pad

It's a real project

Under the hood sits an ordinary project with standard files. Unlike a closed AI game maker, you can inspect every line of code and take all of it with you.

  • Browse and edit the source in the studio
  • Download the whole project as a zip file
  • Open it in the engine on your own machine
  • Fork the game and take it in your own direction

It has an address

Every account gets a vanity arcade on its own subdomain. It shows off your games like a console dashboard instead of a bare file listing.

  • yourname.vbgnt.com, claimed once and yours permanently
  • Hero shelf and cover art, with direct links to each game
  • Clear navigation using arrow keys or a gamepad
  • Zero downloads or installs for anyone who visits
  • Play counts and total time, visible only to you

It plays with friends

Ask for online co-op or versus, and the studio builds the lobbies and room codes right alongside the game.

  • One person hosts, and up to seven others join with a 4-letter code
  • Invite links that open the game and connect players in one go
  • Browser-to-browser connections with no accounts or downloads
  • Works across web builds, desktop exports, and mobile
Your arcade at yourname.vbgnt.com. This is the page people see when you hand them a link.
The studio

One conversation, with the whole project underneath.

Every game is a chat thread on the left and a real project on the right. Ask for a change and watch the steps land. Open the files if you want to see what it did, or edit them yourself and carry on talking.

✓Games run in parallel. Start one, keep talking to another
✓Every build step is visible as it happens, not hidden behind a spinner
✓Browse and edit the source, or download the whole project
✓Play the current build without leaving the page
Under the hood

The machine behind the sentence.

With an AI game maker, writing code is rarely the hard part. The real work is everything that code needs before it can run. That is the part the studio handles.

Engine
Godot 4, running in a dedicated container for 2D and 3D, exported straight to WebAssembly for the browser.
Compute
A cloud microVM per session, kept warm across the conversation so your next change picks up right where the last one stopped.
Author
A coding agent with direct access to the engine, the CLI, the exporter, and the file system, instead of a bare prompt box.
Art & audio
Generative asset pipelines for 2D sprites, 3D models, and sound, produced to match the game's own style brief.
QA
A headless browser loads each build to check booting, framerate, and console errors. The agent fixes what it finds.
Delivery
Builds publish to a CDN behind your arcade subdomain, so a shared link loads quickly from anywhere.
Iteration
Say what feels off in plain words. "Too slow, and the jump feels floaty" is a completely valid bug report here.
Agents
The studio is an MCP server. Your own agent can create games, track builds, manage your arcade, and run exports on your account, behind a sign-in and permission page.
Exports
One click builds Windows, macOS, Linux, Android, iOS and web packages for any game, and can push them straight to your itch.io page.
Every asset, generated

Nobody drew any of this.

Code is only half the job. A game also needs a rigged character that runs, sprites for each enemy, materials that tile, and walk cycles that loop cleanly. As an AI game maker, the studio builds those too in the single run that writes the code. Everything below comes straight out of finished builds, at the exact resolution the game ships.

Rigged and animated in 3D

skeleton, skin weights, and a run clip that loops
A werewolf mid-sprint, one frame of its run cycle.
beast · run cycle, 0.5s loop
A crested gladiator mid-stride, one frame of its run cycle.
champion · run cycle, 0.67s loop

Models you can pick up

click any of them
DRAG TO SPIN A tabby cat in a mail carrier's cap and satchel.
mail cat · rigged
DRAG TO SPIN An ornate wrought-iron street lantern.
street lantern
DRAG TO SPIN A red mailbox with its flag raised.
mailbox
DRAG TO SPIN A translucent cyan star-shaped crystal.
star shard · pickup
DRAG TO SPIN A pale translucent jellyfish.
jellyfish

Materials, not just pictures

base colour, normal and roughness, tiling seamlessly
grass base colour map
base
grass normal map
normal
grass roughness map
rough
cliff rock base colour map
base
cliff rock normal map
normal
cliff rock roughness map
rough
planking base colour map
base
planking normal map
normal
planking roughness map
rough

Hand-painted 2D, minus the hand

one cast, one palette, one light source
A cloaked figure carrying a small lantern.
player + lamp
A hulking stone warden veined with violet light.
warden
A low, many-legged crawler.
crawler
A dark moth with glowing wing markings.
moth
An ornate lantern glowing violet.
lantern
A glass flask holding swirling cyan light.
reservoir
A violet crystal shard.
shard
A standing stone marked with a glowing spiral.
shrine

Ask for a different look, get a different look

a second art direction, same pipeline
walk cycle · 6 frames, 64px
Pixel character standing.
A pixel lamp.
A pixel altar.
A pixel lever, thrown.
A pixel door.
A pixel ladder.
The game's tileset sheet, every wall and floor tile on one page.
tileset sheet

Pixel art, on the pixel grid

drawn on the grid, animating the way the engine plays it
goblin · 4 frames
skeleton · 4 frames
hero · 6 frames
orc · 6 frames
knight · 6 frames
A pixel wall torch.
A pixel barrel.
A pixel crate.
A pixel statue.
A pixel throne.
A pixel sword pickup.

Audio works the same way: music and effects are generated in that same pass. It is easier to hear than describe, so give them a listen in the demo arcade.

Your arcade

Every player gets an address.

Your games don't land in a shared feed. They live on your own subdomain, laid out like a console dashboard with big cover art, a hero shelf, and controls that respond to a thumb or a D-pad. Claim a name and it's permanent, so you have an address you can actually send to people. When you want strangers to find a game too, star it and it joins the games directory, one game at a time, strictly on your say-so.

✓Claim your address once, and it stays yours
✓Direct links to each game, so you can share just one
✓Runs in a TV browser without fighting the remote
✓Nothing for your friends to install or sign up for
✓Private stats on views, players, plays, and playtime
✓Star a game to list it in the directory across all arcades, or keep it just for your people

Claim your name → See a live arcade ↗ Browse the directory ↗

The game page

Give strangers a proper page before asking them to play.

Every game page on games.vbgnt.com carries your hero art, screenshots, a trailer when the kit has one, controls, and sections explaining how to play and key features. You don't have to assemble any of it by hand. In the Publish pane, generate a Marketing kit. The studio captures the images, drafts the copy, and applies your game's colour theme. Once you review the preview, press Publish page to put the public address live.

✓Play in your browser button alongside direct file downloads and store links
✓A readable web address at games.vbgnt.com/p/your-game-name
✓Rich link previews with art and blurbs in iMessage, Slack, Discord, and X
✓Listed automatically in the games directory sitemap so Google can index it
✓A share link at yourname.vbgnt.com/g/your-game-name that opens straight into your arcade
✓Unpublish with one click, and old links continue working even after a rename

Request an invite → Read about game pages

Pages render from a fixed template using the assets generated in your Marketing kit.
Know who played

The numbers belong to you. Nobody else sees them.

You'll find simple stats right above your games in the studio. You can see how many people opened your arcade, how many started a game, which titles they picked, and how long they stayed. It also shows whether they played in a browser, on a phone, or in a Windows build you exported. The arcade itself shows none of this to visitors. There aren't any tracking cookies or stored addresses, and we never run third-party scripts.

✓Views, players, plays, and playtime over 7, 30, or 90 days
✓A play count on every game card, so you can decide how to arrange your shelf
✓Counts desktop and mobile exports too, split by platform
✓No tracking across days, and nothing public unless you list a game in the directory

How it counts, and what it refuses to ↗

Bring your own agent

Your agent can run the studio for you.

vbgnt is an MCP server. Connect it to Claude, Claude Code, or any assistant that speaks the protocol. Sign in once, and that agent can make games on your account from wherever you already talk to it. The story you wrote together becomes a game, a lesson plan turns into ten of them, and exports run on a schedule.

✓Create games, send changes, follow builds, and share the link
✓Manage your arcade: claim a name, reorder the shelf, read the numbers
✓Export for desktop and mobile, then push to itch.io
✓A proper sign-in and permission page, the kind brokerages use for agent connectors
✓Agents can never set or read your keys

https://api.vbgnt.com/mcp

Set up your agent → Why we built it ↗

Straight answers

What the studio handles, and what it skips.

An AI game maker that oversells itself just wastes your afternoon. Here is how the studio actually works before you sign up.

Bring your own ideas, not someone else's IP

A kart racer is a genre, so you can build that freely. A specific character from a specific franchise is not. When that comes up, the studio nudges you back toward projects you can actually share and publish.

Small and sharp beats big and vague

One core mechanic done properly builds quickly and feels right. Asking for an entire MMO does not. The best prompts sound like the marquee on an arcade cabinet, not a design document.

Expect iteration, not mind-reading

Your first build gives you a playable draft. Getting from that draft to the exact game in your head takes a conversation (usually brief, but always specific).

It's a studio, not a storefront

You will not find a feed or an algorithm deciding who sees your work. You get your arcade, a link you can send to friends, and a directory where you can list starred games ranked solely by play count. We kept it simple on purpose.

FAQ

Questions people actually ask.

Can I use AI to make a game?

Yes. You write a short description in plain text, and vbgnt builds the project using the Godot 4 engine. The studio writes the code, generates the art and audio, tests that the build runs in a headless browser, and publishes it straight to your arcade. Anyone can play it immediately on a phone, a computer or a television through a web link. How to write the brief.

How long does a game take?

A first playable build usually lands in minutes rather than hours. A small 2D project comes together faster than a 3D one, and generating lots of art takes longer than generating just a little. Changes after that are faster still, because the project and the machine are already warm.

Does it make 2D or 3D games?

It makes both. For 3D games, the studio builds models, tiling materials, and rigged, animated characters. For 2D games, it generates pixel art aligned to the pixel grid or hand-painted sprites. A small 2D title finishes faster than a 3D one, but both export to WebAssembly and run in the browser across phones, desktops, televisions and gamepads without extra setup.

Do I need to know how to code?

No. You talk to the studio in plain English. Bug reports like "the jump feels floaty" are the ones the studio handles best. If you do code, your project files are right there. You can browse them in the browser, or download the zip and open it in Godot on your own machine.

What engine does it use, and can I take the project with me?

Godot 4, and yes. Every game is a standard Godot project made of ordinary files. You can download the whole project as a zip at any time and run it on your own computer. Nothing about the build depends on the studio once it's exported.

Where do the graphics and sound come from?

They're generated specifically for your game from its style brief, including 2D sprites, tilesets, 3D models, textures, and audio. You can also upload reference images alongside your prompt if you have a distinct look in mind, and the studio will work to those.

Can I make a game based on my favourite franchise?

Not one that reproduces someone else's characters, art, voices, or music. Those games can't be shared or published, which defeats the point of an arcade with a public address. Genres and eras are fair game. Prompts asking for something "in the spirit of" an old favourite work well. The studio is good at 90s-shareware energy and 16-bit mascot platformers without borrowing anyone's cast.

Can I put my game on itch.io, Steam or the app stores?

Yes. Every game includes a Publish pane that exports Windows, macOS, Linux, Android, iOS and web packages from the current project. Builds compile on a dedicated machine while you carry on working. Add your itch.io key, and that same click pushes the builds to your itch.io page. Steam and the mobile stores take the exported packages from there. The guides on our blog walk through each one.

Can I play a game online with friends?

Yes. Ask for "online co-op" or "four-player online versus" in your brief and the game arrives with a lobby. One player hosts to get a four-letter room code and a link. Everyone else joins by entering that code or opening the link. Matches run browser to browser with no accounts and nothing to install. It's built for playing with people you know. There's no matchmaking queue for strangers yet, and if the host leaves the match ends. Two people sharing one keyboard is a different request, and the studio handles that too. How online play works.

Can ChatGPT or Claude make a game for me?

Yes. The studio runs an MCP server at https://api.vbgnt.com/mcp. Add it to Claude.ai or ChatGPT as a connector, run claude mcp add in Claude Code, or connect from any client that supports the protocol. A vbgnt screen asks you to sign in and shows which agent is asking and what permissions it needs across games, arcade, exports, or your account. After you click Allow, the agent can create games, send changes, track builds, and run exports on your account alone. It can never read or set your keys. Those live strictly in the studio's Settings. Setup for each agent, with example phrases.

Can I see how many people played my games?

Yes, and only you can. The studio shows visits to your arcade, daily player totals, games started, and overall playtime across rolling 7, 30, or 90-day windows. You'll see your most played games alongside a platform breakdown, covering plays inside exported Windows, macOS, Linux, Android, and iOS builds. It uses no cookies and stores no IP addresses. Visitors are counted anonymously using a hash that changes every day. Your public arcade page shows no view counts and ranks nothing by traffic. How it counts.

How much does it cost?

We don't have a public price list yet. The studio is invite-only while we build it, so there is nothing to buy on the site today. If you want a straight answer about cost, email us at hello@vbgnt.com.

Why is it invite-only?

Because a build runs on a real machine doing real work, and letting the queue outrun our capacity would make everyone's first game a bad experience. Invites go out in regular batches. Leave your email and your preferred arcade name, and we'll hold both for you.