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Automation Forge

Plugins

8 sets, 35 plugins.

Free on your own hardware. Open where it counts.

Every plugin is added to your account first. Free ones with one click; paid ones bought once.

Add-ons and tools →

Providers and runtimes →

Everything a prototype needs, generated where you build.

Automation Forge is a family of Unreal Engine 5.8 plugin sets, one per capability — motion, speech, faces, montages, and the pipeline layer that runs them together. Install a set, pair your character once, and the design you described this morning is playable this afternoon — by your hand, or an agent’s.

What this exists to solve

A design is not a game until somebody plays it.

The assets that make a design playable — the reach for the panel, the spoken line, the face that carries it — are the expensive part of an early game. So designs queue behind asset production, and the answers arrive after the money is spent. These sets make the playable version cheap enough to throw away: generate it, play it, keep what earns its place.

They also repair a divided landscape. Every generative model arrives with its own format, its own workflow and its own failure modes, and none of it is built to be automated. Here, providers plug into one registry and are chosen per asset — free and local, rented, or hosted — every step is priced before it commits, and the whole surface is native Model Context Protocol, so your agents run the same pipeline you do.

And they keep generated content from quietly becoming debt. Every asset is ledgered from the moment it is made — what produced it, what it cost, what depends on it — and the moment your team hand-edits one, it graduates and the tooling never touches it again. Generation is for finding the game; graduation is how you keep it.

The sets

AutomationForge

Pipelines you can leave running.

The umbrella the other sets plug into: wire any of them into one pipeline, leave it running for hours, and trust the result — it skips what is done, prices what is not, and stops where you would want to be asked.

  • 0 · steps re-executed on an unchanged projectplaceholder
  • $0 · spent by a run with nothing new to doplaceholder

More about AutomationForge →

4 plugins

  • AutomationForgeCore
  • AutomationForge PipelinesAdd-on
  • AutomationForge HubAdapter
  • AutomationForge ToolsetAgent toolset

MotionForge

Animation at the speed of the idea.

The move you just described, playing on your own character in seconds — generated on your GPU, a rented card, or a hosted provider, and imported as an ordinary AnimSequence.

  • ~14 s · a fresh prompt to a finished clip, on your own GPUplaceholder
  • ~$0.005 · a take, on a rented cardplaceholder
  • ~40 s · from submit to imported on your skeletonplaceholder

More about MotionForge →

7 plugins

  • MotionForgeCore
  • MotionForge KimodoProvider
  • MotionForge UthanaProvider
  • MotionForge QualityAdd-on
  • MotionForge ToolsetAgent toolset
  • MotionForge Kimodo ToolsetAgent toolset
  • MotionForge Quality ToolsetAgent toolset

SpeechForge

Every line in the game, spoken.

A voiced scene for cents — every line generated with character-level timing attached, priced before you commit, and cached so an unchanged script never pays twice.

  • $0.35 · to voice a 95-line scene from scratchplaceholder
  • $0 · a second pass over an unchanged scriptplaceholder

More about SpeechForge →

4 plugins

  • SpeechForgeCore
  • SpeechForge ElevenLabsProvider
  • SpeechForge DeepLProvider
  • SpeechForge ToolsetAgent toolset

FaceForge

The face that goes with the voice.

Spoken audio becomes a performing face — solved locally on CPU for nothing or on NVIDIA Audio2Face-3D, with emotion you set or emotion read out of the delivery, retargeted into the vocabulary your rig actually reads, and baked ready to play.

  • 1 : 2 · solve time to audio length, locally on CPUplaceholder
  • $0 · per solve — local, on CPUplaceholder

More about FaceForge →

5 plugins

  • FaceForgeCore
  • FaceForge MetaHumanAdapter
  • FaceForge ACEProvider
  • FaceForge ACE ToolsetAgent toolset
  • FaceForge ToolsetAgent toolset

MontageForge

From clip to gameplay, without the busywork.

A clip becomes something an ability can play: the montage built from a recipe, notifies exactly where you authored them, and hand-tuning that survives every rebuild.

More about MontageForge →

2 plugins

  • MontageForgeCore
  • MontageForge ToolsetAgent toolset

MeshForge

A prop, from a picture or a sentence.

Describe a prop or drop in a reference image and get a game-ready static mesh — imported with its textures, materials, collision and lightmap UVs. One pipeline end to end: submit, poll, download, import, finish.

More about MeshForge →

7 plugins

  • MeshForgeCore
  • MeshForge CloudProvider
  • MeshForge TrellisProvider
  • MeshForge GarmentPost-process
  • MeshForge ToolsetAgent toolset
  • MeshForge Trellis ToolsetAgent toolset
  • MeshForge Garment ToolsetAgent toolset

PerformanceForge

A performance-capture stage, inside the editor.

Sometimes the answer is not a model. Record a performer’s microphone and webcam onto one take clock, file every take with its manifest, and let a human performance drive the same pipelines the generated content came from.

More about PerformanceForge →

2 plugins

  • PerformanceForgeCore
  • PerformanceForge ToolsetAgent toolset

SurfaceForge

A material, reviewed before it is committed.

Turn a prompt or a reference image into reviewable material candidates, graduate one into a PBR map set, and create the Unreal material assets. Provider-neutral and editor-only: generate free on your own card, or through fal.ai when you need resolution the local route cannot reach.

More about SurfaceForge →

4 plugins

  • SurfaceForgeCore
  • SurfaceForge LocalProvider
  • SurfaceForge PATINAProvider
  • SurfaceForge ToolsetAgent toolset

Each set ships its capability and, separately, a toolset that exposes it to an agent and holds no logic of its own — delete the toolset and the capability behaves identically. Any of them can be run by hand, or wired into a pipeline that runs them for hours without a person watching.

Installing them

One hub installs every set, and keeps it current.

Opens where the installing starts. The AutomationForge set goes in first, as the minimum setup; then MotionForge and MeshForge a plugin at a time, the checkout for a paid one, updates with the notes for every version since yours, and the plugins turned on in a fresh project.

Find your work

Four disciplines, four ways in.

Nobody arrives shopping for a set name. Start from the work you do, and take the shortest route to playing it.

Animators and animation TDs

Ten readings of an interaction verb before lunch, on your own skeleton, and recipes that rebuild without eating your hand-tuning.

Narrative designers and writers

The scene voiced, faced and paced end to end — heard today, not re-keyed by a technical artist next sprint.

Technical artists and gameplay programmers

One pipeline over all of it — costed, cached, resumable, agent-drivable — and utilities for the unglamorous problems in between.

Producers

Every asset accounted for — what it cost, who approved it, where it landed — and a brief your vendors can record against.

Coming

The rest of the line.

The same spine — providers pluggable, everything ledgered, agents first-class — extended to the rest of what a playable design needs.

ArtForge

The creative direction layer.

One versioned style source — palettes, references, rules — that every other Forge generates against, so a thousand generated assets read as one game instead of a thousand prompts.

A different thing

Add-ons bind these to a framework.

Nothing on this page knows what a quest is, or a dialogue node, or an inventory slot. That is deliberate — it is what lets the same plugin serve a project that shares nothing with ours.

The binding lives in add-ons — ready-made bridges into the framework you already use, filtered by framework and by what they do, so a new framework adds a filter rather than a page. And the same conventions are yours to build on, so your own bridge is an ordinary plugin away.