Game particle effects in Claude Desktop and claude.ai
Add ParticleFX as a custom connector in Claude Desktop or claude.ai, sign in with your account, and make, preview and export game effects from a chat, with Godot 4 steps.
In Claude Desktop and on claude.ai, ParticleFX connects as a custom connector. There is nothing to install and no key: you sign in with your ParticleFX account once. Claude shows the preview renders right in the conversation, and each export comes back as a download link.
Connect Claude
- In Claude, open Customize, Connectors, and choose Add custom connector.
- Name it ParticleFX, enter the URL
https://mcp.particlefx.studio/mcpand choose to sign in. - Claude opens particlefx.studio: sign in with your ParticleFX account and allow the connection.
- In a chat, turn ParticleFX on from the + menu, under Connectors.
Free Claude accounts can add one custom connector. On Team and Enterprise, an owner adds it once under Organization settings, Connectors, and each member presses Connect. A connector works in Claude Desktop and on claude.ai alike.
Claude Desktop can also reach the server through its config file (Settings, Developer, Edit Config) with an API key, through mcp-remote, which needs Node.js. Keeping the header in env without spaces in args avoids a known Windows problem with spaces in arguments. Restart Claude after saving.
{
"mcpServers": {
"particlefx": {
"command": "npx",
"args": ["-y", "mcp-remote", "https://mcp.particlefx.studio/mcp", "--header", "Authorization:${AUTH_HEADER}"],
"env": { "AUTH_HEADER": "Bearer pfx_live_your_key" }
}
}
}Example: a level-up effect for Godot
Use ParticleFX. Start from the Pixel Level Up effect, name it level-up, make it
green instead of gold and show me the render. When it looks right, export a GIF for my
devlog and a spritesheet with Godot 4 SpriteFrames data, transparent, 30 fps.What happens:
list_presetsfinds Pixel Level Up (pixel-arcade/levelUp), andcreate_effectcopies it into your account aslevel-up.edit_effectrecolours it, andrender_previewshows a contact sheet of the loop in the chat. Ask for changes the way you would ask an artist; each round is another edit and preview.export_effectruns twice, once asgifand once assheetwithsheet_meta: "godot". Claude gives you the two download links, which work for 1 hour.- The sheet link downloads
level-up-sheet.zipwithlevel-up.pngandlevel-up.tres.
- Copy both files into the root of your Godot project (the
.trespoints atres://level-up.png; change that line if you put them elsewhere). - Add an AnimatedSprite2D and drag
level-up.tresinto its Sprite Frames. - Play the animation named
level-upwhen the player levels up.
$LevelUp.play("level-up")Chat apps cannot hand files from your computer to a tool yet, so to put your own character into a Sprite FX effect from claude.ai, use the website route. Coding agents such as Claude Code can upload it directly.
What it costs
Connecting costs nothing, and neither do searching the library, reading the reference, analysing an effect, or any edit after the first. Paid steps use builds, the same builds as on the website:
- Create the effect from a library preset (
create_effect): 1 build. - Edits and the loop check (
edit_effect,analyze_effect): free. - Previews (
render_preview): the first 20 of each UTC day free, then 1 build per 4, at most 200 a day. - Export (
export_effect, GIF, then a Godot SpriteFrames sheet): 1 build, and the Godot data file needs a paid plan.
So this example takes 3 builds of work if the previews stay inside the free ones: 1 for the new effect and 1 for each of the two exports. The free sign-up and daily builds are for the website and never pay for MCP calls. On a free account and on Starter, MCP calls are paid from pack builds, from $4.99 for 150 that never expire. Creator at +50%, Studio at +25%, Studio Max one for one can spend plan builds instead, and fall back to pack builds when those run out. Work that fails on our side is refunded.
The Godot data file is a plan feature, as in the studio: any plan, from $7.99 a month (Starter), unlocks it. Without a plan the same build exports a GIF, WebP, APNG, PNG frames, or the sheet as an image only (sheet_meta: "none").
If you would rather our own effects agent did the creative work, build_effect takes a description and costs 1 build (Basic) or 10 (Pro). Full price list: MCP tools and keys, limits and billing.
Next
Every tool and its parameters are in the tools reference. Setup for the other clients is on Coding agents, and any of the free effects can be the starting point for Claude.
Questions
Do I need an API key for Claude Desktop or claude.ai?
No. Add ParticleFX as a custom connector and sign in with your ParticleFX account. An API key is only needed for the config file route through mcp-remote.
Can Claude save the export into my project folder?
Not from a chat app: Claude gives you a download link for each export, which works for 1 hour. Coding agents such as Claude Code download and unpack the files into your project themselves.
Where do the effects I make in Claude go?
Into your ParticleFX account. They appear on My effects, open in the studio for hand edits, and can be listed and changed again from any connected app.
Can I use the effects in a commercial game?
Yes. Exported effects, including ones started from the library or changed by your agent, may be used in any project, commercial games included, with no credit required. Reselling the library itself as an effect pack is not allowed.
