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[Feature] Native integration with Anthropic's creative MCP connectors (Adobe, Blender) and Unity MCP servers

## Summary Add native awareness of the new official Anthropic creative MCP connectors (released **April 28, 2026** — Adobe for Creativity, Blender, Autodesk Fusion, SketchUp) and the maturing Unity MCP server ecosystem (CoplayDev/unity-mcp, IvanMurzak/Unity-MCP) so that Donchitos agents can delegate **execution** of asset production and engine integration to these MCP servers, instead of stopping at the planning stage. ## Type - [ ] New agent - [ ] New skill (slash command) - [ ] New hook - [ ] New rule - [ ] New template - [x] Improvement to existing component - [x] Other: External MCP server integration / orchestration awareness ## Problem / Motivation Donchitos currently has excellent **planning** orchestration for asset and engine work — `art-bible`, `asset-spec`, `art-direction`, `art-director` agent, engine-specialist agents, asset-audit, etc. But there's a structural gap between **planning** and **execution**: ``` art-bible → asset-spec → [MANUAL HANDOFF] → asset-audit ↑ Pipeline breaks here — user must leave the Claude Code session, open external tools, produce assets manually, then come back ``` For solo indie developers (the primary audience of this template), this manual handoff is the biggest workflow break. With the new MCP connectors, this gap can be closed entirely: ``` art-bible → asset-spec → [Adobe MCP] → [Unity MCP import] → asset-audit ↑ ↑ Firefly + Photoshop + CoplayDev tools Illustrator (orchestrated) (orchestrated) ``` The orchestration framework you've built is exactly what's needed to coordinate these new MCP servers — they just aren't aware of each other yet. ## Proposed Solution A lightweight, opt-in integration that doesn't break existing workflows for users who don't have the MCP servers installed. **1. Update `CLAUDE.md` (master configuration)** Add an "External MCP Servers" section that declares awareness: ```markdown ## External MCP Servers (when installed) If the project has these connectors/MCP servers configured, agents may delegate execution accordingly. Detection: check `claude mcp list` or document presence in `production/mcp-config.txt`. - adobe-creativity → asset production (art-director, technical-artist) - blender → 3D scene work (technical-artist, world-builder) - unity-mcp / coplay-mcp → engine integration (unity-specialist, gameplay-programmer, ui-programmer) - fusion / sketchup → CAD/architectural reference (technical-artist) ``` **2. Update relevant agents with MCP delegation patterns** For agents whose domain overlaps with these MCP servers, add a delegation section. Example for `art-director.md`: ```markdown ## MCP Delegation (when adobe-creativity MCP is available) After producing an asset-spec, delegate production to Adobe MCP: 1. Read finalized asset-spec from /design/asset-specs/ 2. Cross-reference art-bible.md for style guidance 3. Invoke appropriate Adobe skill: - `image-generation` for sprites/illustrations (uses Firefly) - `template-from-design` for UI layouts (uses Express) - `vector-recolor` for tier/rarity variants (uses Illustrator) - `batch-edit-photos` for character portrait series 4. Save output to /assets/source/ 5. Hand off to technical-artist for engine import 6. Trigger /asset-audit for QA validation ``` Similar patterns for: - `technical-artist` (Adobe → engine pipeline bridge) - `unity-specialist` (Unity MCP for asset import, scene setup, prefab generation) - `world-builder` (optional Blender MCP for 3D blockouts) - `ui-programmer` (Adobe Express templates → Unity UI Toolkit) **3. Add a new phase to `docs/workflow-catalog.yaml`** Insert an "Asset Production" phase between Architecture and Stories: ```yaml asset-production: name: "Asset Production" description: "Generate game assets via MCP servers and import to engine" prerequisites: [architecture-complete] skills: - /art-bible # existing - /asset-spec # existing - # external, when adobe-creativity MCP installed - # external, when unity-mcp installed - /asset-audit # existing gates: - art-bible-complete - all-specs-validated - all-assets-imported - audit-passed optional: true # only runs if MCP servers detected ``` **4. Optional: New hook `validate-mcp-config.sh`** A startup hook that checks `claude mcp list` and writes detected servers to `production/mcp-config.txt`, so agents can read it without re-querying. **5. Optional: New skill `/mcp-detect`** A slash command that reports which MCP servers are available and suggests which workflows can now be automated end-to-end. ## Alternatives Considered **A. Custom user skills (current workaround)** Users write their own bridge skills (e.g., `/asset-generate`, `/unity-asset-import`) calling MCP servers manually. Works, but every user reinvents the same wheel, and Donchitos's agent hierarchy doesn't know about the new skills unless agents are also edited. Brittle, hard to maintain, and breaks on Donchitos upgrades. **B. Plugin system / external skill packs** Treat MCP integrations as installable plugins (like Adobe's `/plugin install adobe-for-creativity`). Cleaner separation, but Donchitos's orchestrator still wouldn't know when to trigger them without a "delegation pattern" being declared somewhere. **C. Wait for upstream — Adobe / Anthropic / Unity to integrate with Donchitos** Unlikely. Donchitos is a community orchestration layer; the MCP server providers are unlikely to add Donchitos-specific awareness. The integration logically belongs in Donchitos. **Why the proposed solution is preferred:** It's additive (doesn't break existing workflows), it leverages Donchitos's existing template-friendly architecture (CLAUDE.md, agent prompts, workflow-catalog.yaml), it requires no new dependencies, and it gracefully degrades when MCP servers aren't installed. ## Additional Context ### Why this is timely The MCP creative connector ecosystem is brand new (most released April 28, 2026). Indie devs adopting Donchitos right now are simultaneously discovering these connectors and asking the same question: "How do I get these to work together?" Donchitos is the natural integration point because it's already orchestrating the rest of the pipeline. ### Reference links **Adobe Creativity MCP (official)** - Announcement: https://www.anthropic.com/news/claude-for-creative-work - Adobe blog: https://blog.adobe.com/en/publish/2026/04/28/adobe-for-creativity-connector - Skills repo: https://github.com/AdobeDocs/adobe-creativity-mcp - 50+ tools across Photoshop, Illustrator, Firefly, Express, Premiere, Lightroom, InDesign, Stock - 6 official skills shipped on launch **Blender MCP (official)** - Built by Blender developers - Natural-language interface to bpy Python API - Hyper3D Rodin / Hunyuan3D integration for text-to-3D **Unity MCP servers (community, mature)** - CoplayDev/unity-mcp v9.6.3 (beta) — 100+ tools across scene, asset, script, animation, physics, profiler - IvanMurzak/Unity-MCP — runtime support, single-line C# tool registration - pjbaron/unity-claude-code — Claude Code terminal embedded in Unity Editor - CoderGamester/mcp-unity — lightweight alternative **Other creative MCP servers worth considering** - Affinity by Canva — batch image adjustments, file export - Autodesk Fusion — parametric CAD for hard-surface props - SketchUp — quick 3D blockouts for level/architectural design - Splice — royalty-free audio sample search - Ableton — DAW integration for audio production ### Real-world use case Solo indie dev building a 2D idle/tycoon game (Unity 6 LTS, iOS target): - Pre-MCP: ~80–100 sprites + animations + UI = 4-week asset sprint with manual Midjourney + Photopea + manual Unity import - With proposed integration: same 4-week scope, but the entire pipeline runs through `claude` in a single session, with Donchitos coordinating Adobe MCP → Unity MCP. The dev writes a prompt, reviews output, approves; the orchestrator does the rest. This isn't a hypothetical use case — it's the natural evolution of the workflow Donchitos already enables, just closing the last manual gap. ### Acknowledgement Thanks for building this template — the agent hierarchy and orchestration model is genuinely the cleanest take I've seen on AI-assisted game dev structure. This feature request is meant in that spirit: take what's already excellent and connect it to the new MCP ecosystem so the workflow is end-to-end rather than ending at the spec.