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justinpbarnett/README.md

Justin Barnett

AI systems for game engines, developer tools, and real operations.

I build software that gives AI enough context and tools to do useful work inside existing workflows, while keeping humans in charge of judgment, safety, and taste.

X MCP for Unity Focus

Game engines MCP Agents Local-first Developer tools

Operating Bias

I like I avoid
Local-first systems with inspectable data Opaque automation that cannot explain itself
Agent tools with tight feedback loops Demos that only work in the happy path
Human review at the right boundary Outsourcing judgment to the model
Useful integrations inside real tools Building a separate AI app for everything

Built

I built the original Unity MCP bridge that lets AI assistants control the Unity Editor through the Model Context Protocol.

The project became a widely used open-source Unity AI tool and was sold to Coplay, where it continues as CoplayDev/unity-mcp.

stars forks license

Agent tools exposed
Scenes and GameObjects
Assets and materials
Script creation and edits
Console logs and validation
Editor automation

Contributed

Projects I have worked on.

Project Stars
badlogic/pi-mono 44,307
tailcallhq/forgecode 7,177
Q00/ouroboros 3,224

Contact

Pinned Loading

  1. resume resume Public

    My résumé as code.

    1

  2. CoplayDev/unity-mcp CoplayDev/unity-mcp Public

    Unity MCP acts as a bridge, allowing AI assistants (like Claude, Cursor) to interact directly with your Unity Editor via a local MCP (Model Context Protocol) Client. Give your LLM tools to manage a…

    C# 9.2k 1k

  3. clipjar clipjar Public

    Local clipboard manager for Chrome and Firefox. Private, keyboard-first, no account needed.

    TypeScript 1

  4. dndref dndref Public

    Sits on your D&D table, listens, and pops up cards when entities are mentioned: NPCs, locations, factions, items. No lookup, no tab-switching.

    TypeScript