The generative game studio

Describe a game. Play it in minutes.

Say what you want to play. An agent writes it, draws it, tests it in a browser, and publishes it to your own 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
idea to playable build
No install
it's a web build, it's a link
Yours
source, assets, arcade
How it works

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

The studio is not a prompt box wired to a code snippet. It is an agent with a whole machine: an engine, an asset pipeline, a browser to test in, and somewhere to publish.

You describe it

A sentence, a paragraph, or a pile of reference images. Genre, feel, era, the one mechanic you care about. Whatever you'd tell a friend who was going to make it for you.

The agent builds it

A cloud machine spins up with the game engine and toolchain on it. The agent writes the code, generates the art and audio, wires the input, and assembles a real project, not a snippet.

It plays its own game

Before you ever see it, the build is loaded in a headless browser and driven: does it boot, does it hold framerate, does anything throw. Failures go back to the agent, not to you.

It ships to your arcade

The web build is published to yourname.vbgnt.com. Send the link to anyone. It opens on their phone, their laptop, or the browser on their television. Games built for online play come with a lobby, so the link is also an invite. When it's ready for more, one click exports desktop and mobile builds and puts them on itch.io.

What comes back

A game you can send to someone, not a demo you have to explain.

🎮

It plays everywhere

One web build, four ways in. The agent wires each of them up as part of making the game, not as a port afterwards.

  • Phone and tablet, with real touch controls
  • Keyboard and mouse on desktop
  • Gamepads via the browser Gamepad API
  • TV browsers and console browsers, D-pad navigable
📦

It's a real project

Underneath is an ordinary game project with ordinary files. You can look at all of it, and take all of it.

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

It has an address

Every player gets a vanity arcade: a real subdomain that shows your games as a console dashboard, not a file listing.

  • yourname.vbgnt.com, claimed once and permanent
  • Hero shelf, cover art, deep links to a single game
  • Arrow keys, D-pad and gamepad navigation
  • Nothing to install for whoever you send it to
  • Views, plays and playtime per game, shown only to you
👥

It plays with friends

Ask for online co-op or versus and the studio builds the lobby, the room codes and the invite links along with the game.

  • One player hosts, up to seven join with a 4-letter code
  • Invite links that open the game and join in one step
  • Browser to browser, nothing to install, no accounts
  • Works in the web build and in desktop and mobile exports
Your arcade at yourname.vbgnt.com: the page anyone you send the link to lands on.
The studio

One conversation, and the whole project underneath it.

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 visible while it happens, not 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.

Most of the difficulty in generative games is not writing the code: it is everything the code needs to become a thing that runs. That's the part this studio owns.

Engine
Godot 4, running in a container built for it: 2D and 3D, exported to WebAssembly for the browser.
Compute
A cloud microVM per session, kept warm across a conversation so the next change starts where the last one stopped.
Author
A coding agent with the engine, the CLI, the exporter and the file system in hand, not a prompt box.
Art & audio
Generative asset pipelines for 2D sprites, 3D models and sound, produced to the game's own style brief.
QA
A headless browser loads each build and plays it: boot, framerate, console errors. The agent fixes what it finds.
Delivery
Builds publish to a CDN behind your arcade subdomain, so a shared link is fast from anywhere.
Iteration
Say what's wrong in plain language. "Too slow, and the jump feels floaty" is a valid bug report here.
Agents
The studio is an MCP server: your own agent can create games, follow 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 of any game, and can push them straight to your itch.io page.
Every asset, generated

Nobody drew any of this.

Code is the easy half. A game also needs a rigged character that runs, a sprite for every enemy, a material that tiles, and a walk cycle that loops. The agent makes those too, in the run that writes the game. Everything below is lifted straight out of finished builds, at the resolution the game ships it.

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 too: music and effects are generated in the same pass. Easier heard than shown, so it is waiting in the demo arcade.

Your arcade

Every player gets an address.

Your games don't land in a shared feed. They land at a subdomain that is yours, laid out like a console dashboard: big cover art, a hero shelf, playable with a thumb or a D-pad. Claim a name and it is permanent, because you're going to send it to people. When you want strangers to find a game too, star it and it joins the games directory, one game at a time, on your say-so.

Yours to claim once, and permanent after that
Deep-links to a single game, so you can share just that one
Opens on a TV browser without a remote-control fight
Nothing for your friends to install or sign up for
Tells you who played, privately: 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 ↗

Know who played

The numbers are yours. Only yours.

Above your games in the studio: how many people opened your arcade, how many started a game, which games they chose, how long they stayed, and whether they were in a browser, on a Windows build you exported, or on a phone. The arcade itself shows nothing. No cookies, no addresses kept, no third-party script.

Views, players, plays and playtime over 7, 30 or 90 days
A play count on every game card, so ordering your shelf is a decision
Counts desktop and mobile exports too, split by platform
Nothing tracked 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, to Claude Code, or to 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, the lesson plan becomes ten of them, and the export happens 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 and push to itch.io
A 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 this is, and what it isn't.

A generative studio that oversells itself wastes your afternoon. Here is the shape of the thing before you sign up.

Bring your own ideas, not someone else's IP

"A kart racer" is a genre and it's fair game. A specific character from a specific franchise is not, and the studio will steer you back to something you can actually publish and share.

Small and sharp beats big and vague

One mechanic done well arrives fast and plays well. "An MMO" does not. The best first prompts read like an arcade cabinet's marquee, not like a design document.

It iterates, it doesn't read minds

The first build is a draft you can already play. Getting from there to the game in your head is a conversation: usually a short one, always a specific one.

It's a studio, not a storefront

There's no marketplace and no algorithm deciding who sees your game. There's your arcade, the link you send, and a directory you opt each starred game into, ranked by plays and nothing else. That's deliberate.

FAQ

Questions people actually ask.

How long does a game take?

A first playable build usually lands in minutes rather than hours: a small 2D game is quicker than a 3D one, and a game with a lot of generated art takes longer than one with a little. Changes after that are faster still, because the project and the machine are already warm.

Do I need to know how to code?

No. The whole interface is a conversation, and bug reports like "the jump feels floaty" are the ones the studio handles best. If you do code, the project is right there: browse it, edit files directly, download the zip and open it in the engine yourself.

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

Godot 4, and yes. Each game is an ordinary Godot project with ordinary files. You can download the whole thing as a zip at any time and open it on your own machine: nothing about it depends on this studio once it's exported.

Where do the graphics and sound come from?

They're generated for your game against its own style brief: sprites and tilesets for 2D, models and materials for 3D, plus sound. You can also upload reference images with your brief when you have a specific look in mind, and the studio works to those.

Can I make a game based on my favourite franchise?

Not one that reproduces someone else's characters, art or music: those games can't be shared or published, which defeats the point of an arcade with a public address. Genres, mechanics and eras are fair game, and "in the spirit of" prompts work well: the studio is good at 90s-shareware energy, 16-bit mascot platformers, and FMV-adventure pastiche without borrowing anyone's cast.

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

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

Can I play a game online with friends?

Yes. Say "online co-op" or "online versus, four players" in the brief and the game arrives with a lobby: one player hosts and gets a four-letter room code and a link, the others join by typing the code or opening the link. Matches run browser to browser with nothing to install and no accounts. It is built for playing with people you know: there is no matchmaking with strangers yet, and if the host leaves the match ends. Two people on one keyboard is a different request, and the studio handles that too. How online play works.

Can my own AI agent make games here?

Yes. The studio is an MCP server at https://api.vbgnt.com/mcp. Add it as a custom connector in Claude.ai, or with claude mcp add in Claude Code, or from any client that implements the protocol. A vbgnt page asks you to sign in and shows which agent is asking and what it wants: games, arcade, exports, account. After Allow, the agent can create games, send changes, follow builds, manage your arcade and run exports on your account, and nobody else's. It can never set or read your keys: those live in the studio's Settings only. Setup for each agent, with example phrases.

Can I see how many people played my games?

Yes, and only you can. The studio shows views of your arcade, distinct players per day, games started and total playtime over the last 7, 30 or 90 days, with your most played games and a split by platform, including plays inside the Windows, macOS, Linux, Android and iOS builds you export. It uses no cookies and keeps no addresses: visitors are told apart by a hash that changes every day. The public arcade page shows no numbers and ranks nothing by them. How it counts.

Why is it invite-only?

Because a build is a real machine doing real work, and letting the queue outrun the capacity would make everyone's first game a bad one. Invites go out in batches. Leave your email and the arcade name you want, and both are held for you.