Codex AI Game Studio

Codex AI Game Studio for Windows

The Windows edition adds native-first environment detection and deterministic adaptation rules to the universal core. It does not install an engine, editor, MCP server, package, model, or GPU runtime by itself.

codex plugin add ai-game-studio-windows@frabcd-ai-game-studio

Start a new Codex task, type /, and select **Set up the Windows edition**, or invoke $ai-game-studio-windows:setup-windows-edition explicitly. The skill is explicit-only so ordinary Windows questions cannot start setup.

Safety contract

The workflow always uses this sequence:

  1. The installed plugin's native launcher runs doctor --project <root> read-only.
  2. The same launcher runs plan --project <root> --output <plan.json> to create one reviewable proposal.
  3. Codex shows exact actions, immutable pins, downloads, licenses, permissions, backups, rollback, expiry, and a SHA-256 digest.
  4. You repeat that digest verbatim.
  5. Only then may apply --project <root> --plan <plan.json> --confirmed-digest <digest> change the approved state files.

General approval is not digest confirmation. Preview-only requests stop after the proposal. Disabling or rolling back is a new transaction with a new digest.

Resolve <windows-plugin-root> to the installed ai-game-studio-windows plugin. Its launcher finds only the exact matching core patch beside the extracted edition or in the same Codex marketplace cache. When Codex caches the plugins independently, the launcher supplies its canonical descriptor path; the core validates the containing plugin identity, version, license, target OS, activation scope, and confirmation rules before reading it in place:

& "<windows-plugin-root>\scripts\ai-game-studio-windows.ps1" doctor --project <root>
& "<windows-plugin-root>\scripts\ai-game-studio-windows.ps1" plan --project <root> --output <plan.json>
& "<windows-plugin-root>\scripts\ai-game-studio-windows.ps1" apply --project <root> --plan <plan.json> --confirmed-digest <digest>

Native compatibility

| Area | Native routes | Guardrail | |---|---|---| | Architecture | Windows amd64 and arm64 | Executable architecture and hash must match the plan | | Shell | PowerShell 7; Windows PowerShell 5.1 fallback | Prefer standard-library Python for portable helpers; no nested command-string evaluation | | Packages | winget, Chocolatey, Scoop | Verify package identity, publisher, exact version, checksum, and license | | GPU | CUDA, DirectML, CPU, WARP | Backend capability is tested; no backend is called binary-compatible with Metal | | Engines | Unity, Godot, Unreal Engine | Discover without launching or importing a project | | DCC and 2D | Blender, Aseprite, Pixelorama, Tiled | Confirm native executable, license, version, and project format | | WSL | Confirmed command-line fallback only | Do not use for GUI editor control or silent cross-filesystem writes |

When a useful upstream tool is macOS-, POSIX-, Apple-Silicon-, Homebrew-, or Metal-bound, Codex tries a licensed native source adaptation first. If that cannot be tested, it compares verified Windows capability equivalents. A hosted service or manual interchange handoff is the last route. Every substitution states capability, output quality, cost, performance, privacy, license, and limitations before asking for confirmation.

Tutorial 1: Adopt an existing Windows game project

What to say

$ai-game-studio-windows:setup-windows-edition Inspect this existing Windows
game project read-only. Detect its engine and version, amd64 or arm64, native
PowerShell and Python, installed editors and DCC tools, active MCP servers,
GPU/VRAM and CUDA/DirectML/CPU options, package managers, disk space, and Git
state. Propose one native setup with exact pins, licenses, permissions,
downloads, health checks, expected artifacts, and rollback. Do not install,
download, launch an editor, enable an MCP, or write project configuration until
I repeat the transaction digest.

What Codex inspects

What it asks

What it proposes

What it may change after confirmation

Expected artifacts and rollback

Tutorial 2: Plan a new Windows game workstation

What to say

$ai-game-studio-windows:setup-windows-edition Plan a Windows-native toolchain
for a new [2D/3D] game in [Unity/Godot/Unreal/browser] targeting [platform].
My priorities are [quality/speed/local privacy/low cost], my download limit is
[size], and commercial use is [required/not required]. Inspect this machine
read-only, prefer already-installed tools, select one GPU route, and explain
every license and permission. Propose the smallest reversible setup and wait
for the exact digest before any download, install, login, process launch, or
configuration change.

What Codex inspects

What it asks

What it proposes

What it may change after confirmation

Expected artifacts and rollback

Tutorial 3: Adapt a macOS-, POSIX-, or Metal-only workflow

What to say

$ai-game-studio-windows:setup-windows-edition This workflow currently depends
on [tool and pinned source], which is [macOS app/POSIX launcher/Homebrew
package/Apple-Silicon binary/Metal backend]. Determine whether its licensed
source can be adapted to native Windows without changing its artifact contract.
If not, compare verified Windows capability-equivalent alternatives by
features, output quality, cost, performance, privacy, license, and limitations.
Use hosted, manual, or WSL fallback only if native routes fail. Never claim
binary compatibility. Show tests, expected artifacts, permissions, and rollback,
then wait for my transaction digest before changing anything.

What Codex inspects

What it asks

What it proposes

What it may change after confirmation

Expected artifacts and rollback

Tutorial 4: Choose a Windows GPU route for generation

What to say

$ai-game-studio-windows:setup-windows-edition Inspect this Windows machine
read-only for a local [sprite/3D/texture/animation] generation workflow. Verify
the GPU, driver, VRAM, architecture, and the selected tool's exact CUDA,
DirectML, or CPU support. Compare quality, determinism, memory, throughput,
license, model-weight terms, and download size. Treat WARP as validation-only.
Propose one route and a smaller fallback, with representative quality and
performance gates. Wait for the digest before downloads or configuration.

What Codex inspects

What it asks

What it proposes

What it may change after confirmation

Expected artifacts and rollback

Troubleshooting boundaries