
On 20 October 2026, a solo developer posted five weeks of progress on After the Wind, a co-op monster-hunting game they describe as "Monster Hunter meets Ragnarok Online." Every feature, the post says, was built with Claude Code and Codex, then judged in the game and iterated on.
The developer does not list their exact setup, but the basic loop is easy to copy with free tools. A free game engine plus a few free add-ons let Claude Code open the engine, run your game, read the error messages and fix its own mistakes, while you describe what you want in plain English.
This guide sets it up from zero, then covers a first playable scene, 3D models from one picture, multiplayer, Unity and the browser.
Short answer: To make a 3D game with AI and no coding, install the free Godot engine, connect it to Claude Code with Godot MCP, add the Gamedev Agent Skills plugin, and describe the game you want. Claude writes the code, runs the game, reads the errors and fixes them.
- Godot and all five tools in this guide are free and open source (MIT or Apache 2.0). Claude Code needs a paid Claude plan, from $20 a month.
- You will not write code, but you will paste a handful of commands into a terminal and install Node.js.
- TripoSR turns one image into a 3D model. Its browser demo needs nothing installed; on your own PC it wants about 6 GB of video memory.
- Colyseus adds online multiplayer, and MCP Unity gives Claude the same control over Unity.
How building a game with Claude Code works
Claude Code is Anthropic's AI agent that runs on your computer. You describe what you want, and it writes and edits the project files. Out of the box it has no way to drive a game engine or watch your game run. Two kinds of add-on fix that:
- An MCP server is a connector that lets Claude Code operate another program. Godot MCP lets it open the Godot editor, run your game in debug mode, read the console output and stop the game. MCP Unity does the same inside Unity.
- A skill is a written playbook Claude loads only when a task needs it. Gamedev Agent Skills is a library of them, each pinned to a specific engine version, so Claude follows the current way of doing things in your engine instead of guessing.
Put together, Claude can write a feature, run the game, see that it crashed, read why and fix it before it reports back, instead of you pasting Godot's error messages into the chat.
Before you start
- A computer running Windows 10 (version 1809 or later), macOS 13 or later, or Ubuntu 20.04 or later, with at least 4 GB of RAM. Those are Claude Code's minimums. Godot recommends a graphics card with Vulkan 1.0 support and needs at least OpenGL 3.3.
- A paid Claude plan. Claude Code needs a Pro, Max, Team, Enterprise or Console account; the free claude.ai plan does not include it. Pro is $20 a month, or $17 a month billed yearly (Claude pricing).
- Node.js, the free program the connectors run on. Godot MCP needs version 18 or later; the LTS version on nodejs.org (24.22.1 on 27 October 2026) is fine.
- Godot 4.7.2, the current stable release (18 August 2026), free from godotengine.org.
- On Windows, Git for Windows is recommended so Claude Code can use its Bash tool; without it, Claude Code uses PowerShell.
- An NVIDIA graphics card with about 6 GB of video memory, but only if you want to run TripoSR on your own PC.
Stage 1: Install Godot and create an empty project
- Go to godotengine.org/download and download the standard build for your system. On Windows it is a ZIP file. Skip the .NET build unless you plan to write in C#: it needs the .NET SDK, and the Colyseus Godot add-on in Stage 7 needs the standard build.
- Extract the ZIP to a folder you will remember, such as
C:\Godot. There is no installer; Godot's download page says it is self-contained. Double-click the .exe inside to open the Project Manager. - Click Create at the top left. Type a project name, click Browse and pick an empty folder, or tick Create Folder to make one named after the project.
- Pick a renderer. Forward+ is the most advanced and suits desktop games. Mobile has fewer features but renders simple scenes faster. Compatibility suits low-end hardware and is the only choice for publishing to the web. You can change it later.
- Click Create. Godot opens an empty editor. You can close it; Claude will open it again when it needs to.
Why do this by hand: Godot MCP only works on a folder with a project.godot file, and the skills router looks for it to know you use Godot. Creating the project writes that file.
Stage 2: Install Node.js and Claude Code
- Download the LTS installer from nodejs.org and run it with the default options.
- Open a new terminal (PowerShell on Windows, Terminal on Mac) and type
node --version. You should see a version number such as v24.22.1. If the command is not found, open a fresh terminal so it sees the new install. - Install Claude Code with Anthropic's one-line installer, shown below. It prints nothing while it downloads, so give it a moment. You do not need Administrator rights.
- Open a new terminal and run
claude --version. A version number means it worked. Ifclaudeis not recognized, the install folder is not on your PATH yet;claude doctorand Anthropic's install troubleshooting page cover the fix. - Run
claudeand follow the browser prompt to sign in with your Pro or Max account.
# Windows PowerShell
irm https://claude.ai/install.ps1 | iex
# macOS, Linux or WSL
curl -fsSL https://claude.ai/install.sh | bash
Stage 3: Add the game-dev skills
Gamedev Agent Skills, maintained by Abhishek Barali, holds 76 skills across 12 engines, including Godot, Unity, Unreal, three.js, Bevy and Roblox. You never pick a skill yourself. A router skill detects your engine from the project files, reads what you asked for, and loads only the matching skills. Its own example: "add a double jump to my Godot player" loads a Godot movement skill and the platformer skill and nothing else.
The repo is also a Claude Code plugin marketplace, so two commands install it:
# Add the marketplace, then install every skill
claude plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills
claude plugin install gamedev@awesome-gamedev-agent-skills
# Or, Godot only: the router plus the Godot bundle
claude plugin install router@awesome-gamedev-agent-skills
claude plugin install godot@awesome-gamedev-agent-skills
- Run the first two commands in your terminal. A plugin installed from the terminal goes to user scope by default, so you get it in every project on this computer.
- Run
claude plugin list. You should see the plugin with its version, scope and status. - The skills load the next time you start Claude Code. In a session that is already open, type
/reload-plugins.
Stage 4: Connect Claude Code to Godot
Godot MCP, made by Coding-Solo, gives Claude 14 tools. The ones you will see most are launch_editor, run_project, get_debug_output and stop_project. Others create and save scenes and add nodes.
- In the terminal, move into the game folder from Stage 1, the one with
project.godotin it: for examplecd C:\Games\MyGame. - Run
claude mcp add godot -- npx @coding-solo/godot-mcp. Do it from inside the game folder:claude mcp addsaves to local scope by default, meaning only you, only in the current project. Add--scope userto the command if you want Godot MCP in every folder. - Run
claude mcp list. You should seegodotwith its status. - Start
claudein the same folder and type/mcp. The panel shows each connected server and its tool count. - Test it. Ask "What version of Godot do I have?" Claude should use the
get_godot_versiontool. New sessions usually start in auto mode, where a safety classifier reviews each action. Press Shift+Tab for manual mode if you want to approve every step.
If Claude says it cannot find Godot, remove the server with claude mcp remove godot and add it again with the path to the .exe you extracted:
claude mcp add godot -e GODOT_PATH="C:\Godot\your-godot-file.exe" -- npx @coding-solo/godot-mcp
The shortcut: let Claude do Stages 3 and 4
If you would rather not type the commands, install Godot, open Claude Code in your game folder and paste this. Claude reads both repos and runs the setup for you.
Set these up for me, one by one:
1. https://github.com/gamedev-skills/awesome-gamedev-agent-skills
2. https://github.com/Coding-Solo/godot-mcp
Then help me make a small 3D game in Godot.
Prefer a one-click copy? The same prompt is on our free prompt page, the copy-paste version with a copy button.
Stage 5: Build your first playable scene
The fastest way to a game that works is a tiny first version: one scene, one character, one thing to do. A prompt like this gives Claude a clear finish line:
Make a small 3D prototype in this Godot project, all in one scene:
- flat ground with a few boxes to jump on
- a player I move with WASD and jump with Space
- a camera that follows the player
- five coins to collect and a coin counter on screen
After each change, run the project, read the debug output and fix
any errors before you tell me it is done.
- Paste the prompt into Claude Code, running in your game folder.
- Claude plans the scene, writes the scripts and runs the project. The Godot window opens with your game in it. In manual mode it asks before each run.
- If the game throws an error, Claude reads it through
get_debug_output, fixes the script and runs it again. You will see this happen in the chat. - Play it yourself, then say what feels wrong in plain words: "the jump feels floaty", "the camera goes through walls". One request at a time works better than ten at once.
- Grow it the same way. The skills library's own examples make good prompts: "add a double jump to my Godot player", "procedural dungeon roguelike in Godot", "how should I design save slots?"
Two habits save pain. First, ask Claude to set up Git in the folder and commit after each feature that works. Claude Code's /rewind undoes its own file edits, but a file that only another program changed, such as a scene saved by Godot, is not tracked. Second, name the kind of game you are making: the library has genre skills from platformers and roguelikes to card games and visual novels, plus workflows for fast prototypes, game jams, itch.io and Steam.
Stage 6: Turn a picture into a 3D model with TripoSR
Games need models: characters, props, scenery. TripoSR, made by Tripo AI and Stability AI, builds a 3D model from a single image. Its makers say it takes under half a second on an NVIDIA A100, a data-centre GPU, so expect it to be slower on a home PC.
The free browser demo
- Open the TripoSR demo on Hugging Face and upload an image of one object or character, fully in frame.
- Leave Remove Background ticked. The demo's own tip says to untick it only when your image already has a transparent background and the object is centred and fills more than 70% of the width or height.
- Foreground Ratio (0.5 to 1.0, default 0.85) sets how much of the frame the object fills before the model is built. If the result looks wrong, change this first, as the demo suggests.
- Marching Cubes Resolution (32 to 320, default 256) sets how fine the mesh is. Higher means more detail and a heavier file.
- Click Generate, then download from the GLB tab. The demo warns that its OBJ download comes out flipped, and that its preview looks darker than the real file.
- Copy the .glb into your Godot project folder. Godot imports glTF 2.0, its recommended 3D format, on its own. Then tell Claude: "use enemy.glb as the enemy model".
Running it on your own PC
Ask Claude Code: "Set up https://github.com/VAST-AI-Research/TripoSR on this PC and turn character.png into a GLB." It needs Python 3.8 or later, PyTorch, and CUDA if you have an NVIDIA card. These are the README's commands:
pip install --upgrade setuptools
pip install -r requirements.txt
python run.py character.png --output-dir output/ --model-save-format glb
# Options worth knowing
# --bake-texture a texture instead of vertex colours
# --texture-resolution texture size in pixels (default 2048)
# --chunk-size smaller uses less video memory, runs slower
# python gradio_app.py the same demo, running locally
Without a CUDA card the script falls back to your processor, which is slower. The common error "torchmcubes was not compiled with CUDA support" means your CUDA version and PyTorch build do not match; the README's fix is to match them, then reinstall torchmcubes.
Stage 7: Add online multiplayer with Colyseus
Colyseus is a free multiplayer framework for Node.js. Your server runs the game rules, and the game state syncs to every player automatically. Because the logic runs on the server, its README calls it cheat-proof by design. It includes rooms, matchmaking and reconnection, and it is MIT licensed, "even for commercial games," as the README puts it.
Open a second terminal, outside your Godot folder, and create the server:
npm create colyseus-app@latest ./my-server
cd my-server
npm start
- Leave that terminal running. The Godot example in the Colyseus docs connects to
ws://localhost:2567, an address that only works on your own computer. - Download the latest Godot SDK from the Colyseus GitHub releases, extract its
addonsfolder into your Godot project folder, then enable it under Project Settings, Plugins. On a Mac, runxattr -cr addons/colyseusin the project folder first. - Ask Claude: "Connect this game to the Colyseus server in ../my-server. Each player gets their own character, and positions sync for everyone in the room."
- To play with friends over the internet, the server has to run online. Host it yourself, or pay for Colyseus Cloud, the team's hosting, which helps fund the project.
Know the limits. The docs still call the Godot SDK beta, C# projects need the Colyseus NuGet package instead, and a web export needs Extensions Support turned on. For simple co-op where one player hosts, Godot's built-in multiplayer may be enough, and the skills library covers it.
Using Unity instead: MCP Unity
Already know Unity? MCP Unity, made by CoderGamester, gives Claude the same loop in the Unity Editor, with tools such as create_scene, add_asset_to_scene, create_prefab, get_console_logs and run_tests. It needs Unity 6 or later and Node.js 18 or later. If you are new, Godot is the simpler start and has no revenue threshold.
- In Unity, open Window, then Package Manager. Click the plus button and choose Add package from git URL.
- Paste
https://github.com/CoderGamester/mcp-unity.gitand click Add. - Open Tools, then MCP Unity, then Server Window. Click Configure Claude Code (Project) and confirm. This writes a
.mcp.jsonfile into your Unity project with a relative path, so it survives moving the folder. - Click Start Server. It runs on port 8090 by default.
- Open Claude Code in your Unity project folder. When it connects, it shows in a green box in the Server Window.
If run_tests fails with "Connection failed" in Play Mode, turn off Reload Domain under Edit, Project Settings, Editor, Enter Play Mode Settings. If it cannot connect at all, check the server is running, or change the port in the Server Window.
Building for the browser instead
A browser game needs no engine install, and players open it from a link. These five free, MIT-licensed libraries add the common pieces on top of three.js and React:
- drei: ready-made helpers for react-three-fiber, the React way of using three.js.
- react-three-rapier: Rapier physics in React, so things fall, collide and bounce.
- yuka: a JavaScript library for game AI, the logic that makes characters act on their own.
- three.quarks: a particle system and visual-effects engine for three.js.
- react-postprocessing: post-processing effects, the filters applied over the finished frame.
The skills library has three.js skills too, including one for loading glTF models, so TripoSR's GLB files work here as well. Colyseus also has a React SDK, @colyseus/react.
What it costs
| Item | Cost |
|---|---|
| Godot, the five tools and the five browser libraries | Free, open source |
| Claude Code | Claude Pro at $20 a month ($17 a month billed yearly), or Max from $100 a month |
| Unity (only if you pick Unity) | Unity Personal is free for individuals and small organisations with under $200K of revenue and funds raised in the last 12 months |
| TripoSR | Free in the browser demo, or on your own PC with about 6 GB of video memory |
| Online multiplayer | Colyseus is free, but a public server needs hosting |
Game work means long sessions, so on Pro you will hit the usage limit sooner. Max gives 5x or 20x Pro's usage per five-hour session.
Troubleshooting and limits
| What you see | What to do |
|---|---|
| "Invalid project path" | The folder has no project.godot. Create the project in Godot first (Stage 1) |
| Godot tools missing in a new folder | claude mcp add saved it to the old folder only. Add it again with --scope user |
| TripoSR runs out of video memory | Lower --chunk-size, or use the browser demo |
- The skills are pinned to specific engine versions, such as Godot 4.7, Unity 6.3 LTS and Unreal 5.8. On older versions, some advice may not match.
- Check what you let Claude run without asking. The Godot MCP README's sample setup for the Cline editor auto-approves all 14 tools. That is convenient, and it means Claude acts without checking with you.
- One image only shows one side of a character, so a TripoSR model is a starting point. Plan to clean up important models or try a few source images.
Alternatives worth knowing
For 3D models without a GPU, Meshy is a hosted image-to-3D service. Its free plan gives 100 credits a month and 10 model downloads, under a CC BY 4.0 licence (commercial use with attribution).
Stability AI's newer Stable Fast 3D is built on TripoSR and adds UV-unwrapped textures and material settings meant for games. It is gated (you request access on Hugging Face), and its Community License is free for people and organisations under $1,000,000 in annual revenue.
Who this is not for
- Anyone who wants a finished, polished game by the weekend. These tools take the typing of code out of the loop, and the rest of game-making stays. Five weeks in, the After the Wind developer was still judging each feature in the game and iterating.
- Anyone who will not pay for a Claude plan, since the free plan does not include Claude Code.
Frequently asked questions
Can I really make a 3D game with AI without coding?
You can make one without writing code yourself. Claude Code writes and fixes the code, and Godot MCP lets it run the game and read the errors. You still install a few things, paste some commands, test the game and decide what to change.
Which free game engine works best with Claude Code?
Godot is the easiest start: it is free and open source under the MIT licence, and Godot MCP connects it to Claude Code. If you already use Unity, MCP Unity gives Claude the same kind of access to the Unity Editor.
How much does it cost to make a game with Claude Code?
Godot and all five tools are free. Claude Code needs a paid Claude plan: Pro is $20 a month, or $17 a month billed yearly, and Max starts at $100 a month. Running TripoSR locally needs a GPU with about 6 GB of video memory.
How do I turn a picture into a 3D model for my game?
Use TripoSR, a free MIT-licensed model from Tripo AI and Stability AI that builds a 3D model from one image. Try it free in its Hugging Face demo, or run it on your own PC. Meshy is a hosted alternative with a free monthly allowance.
How do I add online multiplayer to my game?
Colyseus is a free, MIT-licensed multiplayer framework for Node.js with rooms, matchmaking and automatic state sync, plus client SDKs for Godot, Unity and the web. Start a server with npm create colyseus-app@latest, then host it yourself or on Colyseus Cloud.
Sources
- Gamedev Agent Skills README
- Godot MCP README
- TripoSR README and TripoSR demo
- Colyseus README and Colyseus Godot SDK docs
- MCP Unity README
- Godot download page and Godot 3D import formats
- Claude Code setup, MCP and plugin docs
- Claude pricing and Unity Personal
- After the Wind progress post by afterthewinddev