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Proof stack
Video Game Studio · verified safe-local system

Describe the world.
Keep the world.

Game Studio is a conversational production system for creator-owned games. It turns natural direction into versioned source, assets, rules, builds, server packages, saves, backups, and evidence—not a demo prompt trapped inside one model or one hosting provider.

15
production capabilities
50/50
foundation adversaries
78
capsule artifacts
6
same-project MCP tools
Conversation to owned world

The conversation is the control surface. The project is the product.

  1. 01

    Describe the experience

    Natural direction becomes a selectorless review: world, feel, mechanics, hardware posture, and exact next action.

  2. 02

    Compile the production graph

    Objectives, lifecycle stages, dependencies, artifacts, adapters, authority, cost, recovery, and handoffs become versioned contracts.

  3. 03

    Build editable game systems

    WorldScript, assets, gameplay, rigging, animation, environment, and server state compile into an editable Godot project.

  4. 04

    Prove the behavior

    Browser, Operator, engine, MCP, adversarial, recovery, and package evidence bind the exact project revision.

  5. 05

    Leave with the world

    Source, assets, build, server package, saves, backups, launcher, and proof remain creator-owned and portable.

Connected production proof

This is the part that a one-line portfolio card erased.

The impressive piece is not that the system can scaffold a game. It is that conversation, gameplay authority, assets, multiplayer, packages, recovery, and an external-agent bridge all resolve to the same creator-owned project truth.

Production graph

The game is a versioned system, not a prompt transcript.

The foundation defines 15 capabilities across five lifecycle stages, product-owned artifacts, adapter requirements, claims, authority, cost, recovery, and handoffs. It closed 50/50 adversarial cases and produced a deterministic 78-artifact, 1.32 MB .kegame capsule.

  • 15 capabilities
  • 13 evidence receipts
  • 78-artifact capsule
WorldScript

Rules become owned, inspectable gameplay authority.

WorldScript v1.1 compiles inventory, quests, AI, and world-local economy primitives into a real Godot consumer. The server—not a client or provider SDK—owns accepted state transitions, backups, and replay refusal.

  • inventory + quests + AI
  • backup recovery
  • forged mutations refused
Authoritative multiplayer

One real server. Two distinct clients. No client-authored truth.

An exact approval launched a real authoritative Godot server plus Mara and Sable over loopback. Only the server applied events; unknown identity, state injection, replay, and oversize requests were refused before mutation.

  • 5 zero-exit processes
  • revision 4 reached
  • replay refused
Sovereign server package

Hosting is a choice, not a custody trap.

The creator-owned host kit carries a real authoritative PCK, editable WorldScript project, scenario, debugger, runtime, save, backup, entrypoint, self-host launcher, proof, and provider-neutral contracts. Local KE-managed, bring-your-provider, and self-host rehearsals preserve exact state.

  • source + PCK + saves
  • corrupt-primary recovery
  • provider-neutral contracts
Creator asset production

The proof reaches gameplay, not just scaffolding.

Creator-owned weapon meshes drive equip, aim, fire, reload, and measured damage. Survival items support use, drop, pickup, and deploy. A streamed three-cell region, six-bone rig, six animation states, nine blends, retargets, fallbacks, and weapon socket all run through real Godot consumers.

  • weapons + survival
  • 86 m traversed path
  • 6 states · 9 blends
Same-project MCP

An external agent can join without taking over.

The local connector shares the browser's conversation, session, project, manifest digest, turns, held action, and Operator ledger. Six tools cover status through exact preview/apply; MCP cannot approve, launch, host, pay, spend, or bypass release.

  • 6 tools
  • shared project ledger
  • no authority bypass
Adapter truth

Every engine says what it can actually do here.

Game Studio owns the game model. Engines and DCC tools are versioned adapters. Game Host remains a separate product that owns allocations and fleets.

GodotVerifiedReal local projects, PCK exports, engine reports, server and client runs
BlenderVerifiedCreator-owned asset pipeline and glTF handoff
UnrealNot certifiedAdapter contract exists; current workstation certification is unavailable
UnityUnavailableDeclared unavailable rather than represented as working
Current boundary

Real local production evidence. No fake cloud claim.

Game Studio has real Godot projects, gameplay, server/client runs, packages, recovery, and a bounded MCP bridge. It does not yet claim internet multiplayer, remote provider operation, production certification, signing, public release, Unreal parity, or high-fidelity character skinning.

game-studio.operator · Verified local · six-tool bridge · authority=false