Particle effects for your coding agent

Your coding agent already writes the game. With the ParticleFX MCP server it can make the effects too: it starts from one of the library effects or a blank canvas, edits it, looks at real renders of its own work, and exports a spritesheet with the data file your engine reads.

How it works

  1. Connect your agent. Add the server https://mcp.particlefx.studio/mcp with an API key from your billing page, or sign in with your account in apps that support it. Claude Code, Codex and Devin take one command; the others a few lines of config. Setup for each is below.
  2. Ask for the effect in plain words. Name the effect, the engine and the folder: "a looping fireball for Godot in res://fx".
  3. It builds, checks and exports. The agent starts from the closest of the 610+ library effects or a blank canvas, edits it, looks at real renders of its own work, then exports a spritesheet with the data file your engine reads and puts it in your project.

A real example

This is the whole exchange in Claude Code for a Godot 4 project. The tool names are the real ones; every client on this page calls the same tools.

Claude Code session
> Start from the Pixel Fireball library effect, name it fireball, make the trail a bit
  longer, check the render, then export Godot 4 SpriteFrames, transparent, 30 fps,
  into res://fx/ and fix the texture path.

  particlefx  list_presets      query "fireball"         -> pixel-arcade/fireball
  particlefx  create_effect     from_preset, name        -> new effect in your account
  particlefx  edit_effect       longer trail             -> applied, health check passes
  particlefx  render_preview    6 moments of the loop    -> contact sheet, checked
  particlefx  analyze_effect                             -> loop closes exactly
  particlefx  export_effect     sheet, godot, 30 fps     -> download link (1 hour)
  shell       curl + unzip into fx/, fix res:// path

  fx/fireball.png    atlas, full alpha
  fx/fireball.tres   SpriteFrames, animation "fireball", looping, 30 fps
GDScript
const FIREBALL := preload("res://fx/fireball.tres")

var fx := AnimatedSprite2D.new()
fx.sprite_frames = FIREBALL
add_child(fx)
fx.play("fireball")

The effect is a real particle simulation, not a generated picture: the export is rendered by the same engine and renderer as the studio, loops close frame for frame, and the effect stays in your account, so you or your agent can change it later or open it in the studio and adjust it by hand.

Set it up in your client

Any other client that speaks MCP over Streamable HTTP and can send an Authorization header works the same way. The MCP quickstart has the raw details.

What it costs

Connecting is free, and so are library search, reading the reference, analysing an effect and every edit after the first. A new effect costs 1 build, each export 1 build, and previews are free for the first 20 of each UTC day, then 1 build per 4. A typical effect, made and exported once, is 2 builds. Over MCP a free account and Starter pay with pack builds ($4.99 for 150, never expire); Creator at +50%, Studio at +25%, Studio Max one for one can spend plan builds. Engine data files, hi-res, video and the live runtime need a plan, from $7.99 a month. Everything else: keys, limits and billing.

Connect your agent

Make a key on your billing page, or let your app send you to connect when it signs in. The quickstart has every client on one page.

Questions

What is the ParticleFX MCP server?

A hosted Model Context Protocol server at https://mcp.particlefx.studio/mcp. It gives AI apps the ParticleFX Studio engine as tools: search the effect library, create and edit effects, render previews, check loops and export GIFs, spritesheets with engine data, video or a live web runtime.

Which coding agents work with it?

Claude Code, Cursor, OpenAI Codex, VS Code with GitHub Copilot in agent mode, and Windsurf (now Devin Desktop) with the Devin CLI, plus Claude Desktop, claude.ai and ChatGPT. Any MCP client that supports Streamable HTTP with an Authorization header, or MCP OAuth sign-in, can connect.

Does my agent need to be good at visual effects?

No. It usually starts from one of the hand-made library effects and changes it, it reads a craft guide and parameter reference from the server, and it checks real renders of its own work before it exports. For harder effects it can hand the job to our own effects agent with build_effect.

Which engines can use the exports?

Godot 4 (SpriteFrames .tres), Unity (grid JSON for slicing), Phaser and PixiJS (TexturePacker JSON), GameMaker (strips), Aseprite JSON, plus GIF, WebP, APNG, PNG frames and video for anything else, and a live runtime for web games.

Also see

GuidesEnginesFree toolsAlternativesRobloxFree effectsMCP server