3AGameFactory turns a game requirement into production-ready game assets and engine-ready game code with a coding agent.
3AGameFactory is a comprehensive open-source 3A game-generation skill and asset framework. It covers image, 3D asset, motion, audio, and CG-video generation, and supports game construction with UE5, Blender, Unity, Godot 4, and three.js.
Recorded gameplay of games generated by 3AGameFactory, across different visual styles and different camera perspectives.
A fighting game, an FPS, and a racing game: the fighting characters are fully generated with Meshy and then rigged and animated by our own Puppeteer + MoMask chain, while the FPS weapon and the racing vehicle are generated with Hunyuan3D, with their characters and motion from Mixamo and their scenes from the Unity asset library.
A fighting game, an RPG, and an FPS: the fighting player character and the RPG's character, stone tablet, and chest are generated with Meshy, the FPS weapon with Hunyuan3D, while the remaining characters and all motion come from Mixamo or other open-source assets, and every scene is open-source.
These demos combine objects generated with Meshy and Godot's own built-in assets.
The fighting and racing demos use simple downloaded assets, while the exploration and FPS demos combine downloaded scene textures with objects generated by Meshy.
The demos below show a battle game, an RPG exploration game, a first-person shooter (FPS), and a racing game.
The demos below show an F1 racing-game opening, a mid-story fantasy-exploration RPG cutscene, a promotional trailer for a counter-terrorism tactical FPS, and an ultimate-ability cinematic for a two-player fighting game.
Generated locally at 720P with MiniMax H3. Optional higher local resolutions or cloud API models such as Seedance may provide stronger results at higher cost.
3AGameFactory is driven by a coding agent that reads its Skills and calls the pipelines, for example Codex, Claude Code, or Gemini CLI.
1. Open a coding agent, such as Codex, Claude Code, or another compatible agent.
2. cd GameFactory-3A
3. Give the agent your game requirement and ask it to read agent_skills/setting_overview.md first.
IMPORTANT
`agent_skills/setting_overview.md` is the entry point for an agent that uses
3AGameFactory to generate assets, gameplay, UI, and an engine-specific game.
It routes the agent to the selected asset skill and engine API context.
This is a separate path from generating a game. Contributors adding or changing
model wrappers, operators, or pipeline runners should start with
agent_skills/develop_harness/README.md
and use its CPU-only smoke harness before requiring model weights or a GPU.
| Capability | What it produces | Primary pipeline area |
|---|---|---|
| Image and T-pose preparation | source images and character-ready inputs | pipeline/assets_gen/gen_tpose_image/ |
| 3D object generation | props, avatars, weapons, and reusable meshes | pipeline/assets_gen/gen_3d_object/ |
| 3D scene generation | reconstructed interiors or assembled environments | pipeline/assets_gen/gen_3d_scene/ |
| Motion | rigs, generated motion, retargeted animation clips | pipeline/assets_gen/gen_motion/ |
| Audio | dialogue, sound effects, ambience, and WAV assets | pipeline/assets_gen/gen_audio/ |
| CG video | text-, frame-, and reference-conditioned MP4 clips | pipeline/assets_gen/gen_cg_video/ |
| Gameplay generation | engine-native mechanics and runtime behavior | pipeline/code_gen/gen_mechanic/ |
| UI generation | HUDs, menus, screens, and interaction flows | pipeline/code_gen/gen_ui/ |
| Full game slice | coordinated assets, gameplay, UI, and evaluation | driven by the agent through agent_skills/setting_overview.md |
| Engine | Agent context | Reference implementation |
|---|---|---|
| UE5 | agent_skills/engine_context/ue5_api.md | engine_adapters/ue5/ |
| Blender | agent_skills/engine_context/blender_api.md | engine_adapters/blender/ |
| Unity | agent_skills/engine_context/unity3d_api.md | engine_adapters/unity3d/ |
| Godot 4 | agent_skills/engine_context/godot_api.md | engine_adapters/godot/ |
| three.js | agent_skills/engine_context/three_js_api.md | engine_adapters/three_js/ |
GameFactory-3A/
├── agent_skills/ # Agent-readable workflows, QA skills, and engine API context
│ ├── setting_overview.md # Start here for game-generation agents
│ ├── asset_qa/ # Asset generation and visual QA skills
│ ├── code_gen/ # Skills that integrate approved assets into gameplay and UI
│ ├── develop_harness/ # Contributor contracts for models → operators → pipeline
│ └── engine_context/ # UE5, Blender, Unity, Godot, three.js, and browser API context
├── engine_adapters/ # Engine reference code and public adapter APIs
├── models/ # Local-model and cloud-model wrappers
├── operators/ # Task logic that composes loaded models
├── pipeline/ # Generation and evaluation entry points
│ ├── assets_gen/ # Image, 3D, scene, motion, audio, and CG-video tasks
│ ├── code_gen/ # Gameplay (gen_mechanic) and UI (gen_ui) code generation
│ └── common/ # Shared helpers; paths.py is the single source of truth for I/O paths
├── scripts/ # Environment setup, engine launchers, and import helpers
│ ├── asset_env_setup/ # Per-asset environment setup, including gen_motion runtime and weights
│ └── engine_install/ # UE5, Blender, Unity, Godot, and three.js launch/setup scripts
├── test/ # Runnable current-use scripts for contract, integration, and smoke checks
├── test_data/ # Sample requirements; generated game results live in outputs/
└── third_party/ # Externally cloned repositories, e.g. trimesh and engine material/asset packs
Generated artifacts are organized by game, run, task kind, and task id under
test_data/outputs/. Agents and contributors should use
pipeline/common/paths.py rather than constructing output paths manually.
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Scan the QR code to join our WeChat group.
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@misc{gamefactory3a,
title = {3AGameFactory: Open-Source 3A Game Generation Skills and Asset Framework},
author = {OpenDCAI},
year = {2026},
howpublished = {\url{https://github.com/OpenDCAI/GameFactory-3A}},
note = {Open-source software repository}
}
3AGameFactory is released under the Apache License 2.0.
Third-party engines, models, checkpoints, and any assets fetched from external libraries keep their own licences. Verify each provider's terms before shipping generated content in a product build.
Python
75.9%
JavaScript
8.5%
C#
8.3%
C++
3.9%
GDScript
1.8%
3AGameFactory turns a game requirement into production-ready game assets and engine-ready game code with a coding agent.
3AGameFactory is a comprehensive open-source 3A game-generation skill and asset framework. It covers image, 3D asset, motion, audio, and CG-video generation, and supports game construction with UE5, Blender, Unity, Godot 4, and three.js.
Recorded gameplay of games generated by 3AGameFactory, across different visual styles and different camera perspectives.
A fighting game, an FPS, and a racing game: the fighting characters are fully generated with Meshy and then rigged and animated by our own Puppeteer + MoMask chain, while the FPS weapon and the racing vehicle are generated with Hunyuan3D, with their characters and motion from Mixamo and their scenes from the Unity asset library.
A fighting game, an RPG, and an FPS: the fighting player character and the RPG's character, stone tablet, and chest are generated with Meshy, the FPS weapon with Hunyuan3D, while the remaining characters and all motion come from Mixamo or other open-source assets, and every scene is open-source.
These demos combine objects generated with Meshy and Godot's own built-in assets.
The fighting and racing demos use simple downloaded assets, while the exploration and FPS demos combine downloaded scene textures with objects generated by Meshy.
The demos below show a battle game, an RPG exploration game, a first-person shooter (FPS), and a racing game.
The demos below show an F1 racing-game opening, a mid-story fantasy-exploration RPG cutscene, a promotional trailer for a counter-terrorism tactical FPS, and an ultimate-ability cinematic for a two-player fighting game.
Generated locally at 720P with MiniMax H3. Optional higher local resolutions or cloud API models such as Seedance may provide stronger results at higher cost.
3AGameFactory is driven by a coding agent that reads its Skills and calls the pipelines, for example Codex, Claude Code, or Gemini CLI.
1. Open a coding agent, such as Codex, Claude Code, or another compatible agent.
2. cd GameFactory-3A
3. Give the agent your game requirement and ask it to read agent_skills/setting_overview.md first.
IMPORTANT
`agent_skills/setting_overview.md` is the entry point for an agent that uses
3AGameFactory to generate assets, gameplay, UI, and an engine-specific game.
It routes the agent to the selected asset skill and engine API context.
This is a separate path from generating a game. Contributors adding or changing
model wrappers, operators, or pipeline runners should start with
agent_skills/develop_harness/README.md
and use its CPU-only smoke harness before requiring model weights or a GPU.
| Capability | What it produces | Primary pipeline area |
|---|---|---|
| Image and T-pose preparation | source images and character-ready inputs | pipeline/assets_gen/gen_tpose_image/ |
| 3D object generation | props, avatars, weapons, and reusable meshes | pipeline/assets_gen/gen_3d_object/ |
| 3D scene generation | reconstructed interiors or assembled environments | pipeline/assets_gen/gen_3d_scene/ |
| Motion | rigs, generated motion, retargeted animation clips | pipeline/assets_gen/gen_motion/ |
| Audio | dialogue, sound effects, ambience, and WAV assets | pipeline/assets_gen/gen_audio/ |
| CG video | text-, frame-, and reference-conditioned MP4 clips | pipeline/assets_gen/gen_cg_video/ |
| Gameplay generation | engine-native mechanics and runtime behavior | pipeline/code_gen/gen_mechanic/ |
| UI generation | HUDs, menus, screens, and interaction flows | pipeline/code_gen/gen_ui/ |
| Full game slice | coordinated assets, gameplay, UI, and evaluation | driven by the agent through agent_skills/setting_overview.md |
| Engine | Agent context | Reference implementation |
|---|---|---|
| UE5 | agent_skills/engine_context/ue5_api.md | engine_adapters/ue5/ |
| Blender | agent_skills/engine_context/blender_api.md | engine_adapters/blender/ |
| Unity | agent_skills/engine_context/unity3d_api.md | engine_adapters/unity3d/ |
| Godot 4 | agent_skills/engine_context/godot_api.md | engine_adapters/godot/ |
| three.js | agent_skills/engine_context/three_js_api.md | engine_adapters/three_js/ |
GameFactory-3A/
├── agent_skills/ # Agent-readable workflows, QA skills, and engine API context
│ ├── setting_overview.md # Start here for game-generation agents
│ ├── asset_qa/ # Asset generation and visual QA skills
│ ├── code_gen/ # Skills that integrate approved assets into gameplay and UI
│ ├── develop_harness/ # Contributor contracts for models → operators → pipeline
│ └── engine_context/ # UE5, Blender, Unity, Godot, three.js, and browser API context
├── engine_adapters/ # Engine reference code and public adapter APIs
├── models/ # Local-model and cloud-model wrappers
├── operators/ # Task logic that composes loaded models
├── pipeline/ # Generation and evaluation entry points
│ ├── assets_gen/ # Image, 3D, scene, motion, audio, and CG-video tasks
│ ├── code_gen/ # Gameplay (gen_mechanic) and UI (gen_ui) code generation
│ └── common/ # Shared helpers; paths.py is the single source of truth for I/O paths
├── scripts/ # Environment setup, engine launchers, and import helpers
│ ├── asset_env_setup/ # Per-asset environment setup, including gen_motion runtime and weights
│ └── engine_install/ # UE5, Blender, Unity, Godot, and three.js launch/setup scripts
├── test/ # Runnable current-use scripts for contract, integration, and smoke checks
├── test_data/ # Sample requirements; generated game results live in outputs/
└── third_party/ # Externally cloned repositories, e.g. trimesh and engine material/asset packs
Generated artifacts are organized by game, run, task kind, and task id under
test_data/outputs/. Agents and contributors should use
pipeline/common/paths.py rather than constructing output paths manually.
Welcome to our WeChat group! Feel free to join us for project discussions, development support, and feedback.
Scan the QR code to join our WeChat group.
If the QR code has expired, please open an issue on GitHub and we will update it.
@misc{gamefactory3a,
title = {3AGameFactory: Open-Source 3A Game Generation Skills and Asset Framework},
author = {OpenDCAI},
year = {2026},
howpublished = {\url{https://github.com/OpenDCAI/GameFactory-3A}},
note = {Open-source software repository}
}
3AGameFactory is released under the Apache License 2.0.
Third-party engines, models, checkpoints, and any assets fetched from external libraries keep their own licences. Verify each provider's terms before shipping generated content in a product build.
Python
75.9%
JavaScript
8.5%
C#
8.3%
C++
3.9%
GDScript
1.8%