By SummerEngine
Generate 2D/3D game assets, animations, audio, VFX, and UI directly inside Godot scenes via AI, then wire them into working game logic with multiplayer, performance profiling, and deployment validation.
Use when generating a single, polished bust/portrait of a character for dialogue UI, character-select screens, lore cards, or codex entries. One character, locked composition, VN-style. Trigger on "character portrait", "dialogue portrait", "VN portrait", "character bust", "headshot", "character select image", "lore card art".
Use when the user is exploring art direction — wants 3-4 rough variants of a character, environment, or prop to pick a vibe before committing to a final asset. Generates a batch of evocative concept images, not finals. Trigger on "concept art", "art direction", "explore the look", "give me some variants", "what could this character look like", "mood board", "rough sketches".
Use when the user wants to generate a pack of 2D game assets from a single prompt — a tile sheet, UI kit, menu screen, character pack, or biome set. The skill plans the prompt, generates a coherent sheet, removes the background, vision-detects each item, classifies it, and saves as a single pack ArtAsset. Trigger on "asset sheet", "asset pack", "tile sheet", "tileset", "UI kit", "asset pack for", "make me a sheet of", "generate a bunch of <category> assets".
Use when the user wants to import or spawn an entire asset pack (the multi-slice ArtAsset produced by `create-asset-sheet`) into the current scene — not a single slice, the whole pack. Reads the pack's per-slice metadata (zOrder, isComposite, parentSliceIndex, widget, bbox), groups composites, sorts children by paint order, and emits the Sprite2D / Node2D / NinePatchRect ops to lay it out correctly. Trigger on "import the X pack", "spawn the UI from pack Y", "bring in that asset sheet", "add the panel from the pack".
Use when generating pixel-art assets — sprites, items, tiles, portraits in a pixel style at a specific resolution (32×32, 64×64, 128×128). Pixel-perfect grid, limited palette, retro feel. Trigger on "pixel art", "8-bit art", "16-bit sprite", "pixel sprite", "retro tileset", "pixel icon", "pixel portrait".
Executes bash commands
Hook triggers when Bash tool is used
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This plugin requires configuration values that are prompted when the plugin is enabled. Sensitive values are stored in your system keychain.
enable_pre_commit_doctorBlock git commits when the Summer Engine setup needs attention. Off by default.
${user_config.enable_pre_commit_doctor}Build real 2D and 3D games through conversation. No coding required. Export to Steam, desktop, mobile, and web. Built on the Godot team's work, customized and honed so AI agents and humans can collaborate on great games.
Summer is the MIT open-source agent layer that connects your AI coding agent to Summer Engine. It is the Summer CLI, the Summer MCP server, and the Summer agent skills, hooks, and plugin manifests, all in one package. First-class setup works in Claude Code, Cursor, Codex, Devin Desktop (formerly Windsurf), Cline, Roo Code, Gemini CLI, GitHub Copilot CLI, GitHub Copilot in VS Code, and OpenCode. Factory Droid uses the plugin marketplace path.
It just works. Open your agent, say "let's make an FPS in Summer Engine," and it does.
Three names, one npm package (summer-engine):
npx -y summer-engine@latest): installs the engine, signs you in, scaffolds and runs projects, and writes your agent's config. See www.summerengine.com/cli.All MIT, all free to use. One paste sets up all three.
summer cloud syncs your whole game project across machines: scenes, scripts, settings, and the big binary assets that never fit in git. Files are stored by content hash, every push becomes a restorable version, and local checkpoints are taken before anything destructive touches your disk.
summer cloud init # bind this project to your account
summer cloud push # upload what changed (only missing bytes travel)
summer cloud pull # make this machine match the cloud, verified by hash
summer cloud status # what differs between here and the cloud
summer cloud restore # roll the project back to any version
The same operations are available to agents as MCP tools (summer_cloud_push, summer_cloud_pull, and friends). See www.summerengine.com/cloud.
Open your AI agent (Claude Code, Cursor, Codex, Copilot, Devin Desktop, etc.) and paste:
Install Summer Engine and let's make a game. Read github.com/SummerEngine/summer-engine-agent, check what I already have installed, install whatever is missing, log me in, and scaffold a starter project so we can start building.
That's it. The agent reads this README, detects what's already on your machine, and runs only what's missing via Bash. No /plugin slash commands. No manual installs. One paste.
The first run will:
summer-engine npm package (~3 MB) if it's not on PATH.~/.claude/skills/ (or your agent's user-skill directory) so the agent loads them next session.At that point the agent has the skills, the MCP server, and your engine running. Ask it to build something.
You are an AI coding agent. The user told you to install Summer Engine. Run this playbook via your shell: Bash on macOS/Linux or PowerShell on Windows. npx -y is shell-agnostic and works identically in both. Detection first, then only install what's missing.
node --version
If this command does not print Node.js 18 or newer, stop. Tell the user: "Summer needs Node.js 18+. Install from https://nodejs.org and re-run the prompt." Do NOT try to install Node yourself.
npx -y summer-engine@latest doctor --json
The first invocation downloads the npm package transparently to npx's cache (~3 MB, ~5 sec). Subsequent calls are fast. The -y flag auto-confirms npx's "ok to install summer-engine?" prompt so the call doesn't hang in a non-interactive shell.
Read the JSON output. If top-level ok is true, everything is installed and you can skip straight to Step 5. Otherwise use the checks array to run only the remediation steps that need attention.
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