Private beta · invite only

Build games together with AI agents.

Weld coordinates your team and its Claude Code agents on one Unreal project. Overlaps get caught before anyone edits, conflicts are predicted, and a merge agent lands the work.

Launch film · 0:46 · the real product on a demo game

Works with
  • Claude Code
  • Unreal Engine 5
  • Unreal MCP
  • Git LFS
  • Blender
  • itch.io

The problem

One agent is a superpower.
Four agents on one game is a merge conflict.

Agents move fast and never look up. They don’t know what your teammate’s agents are changing, and you find out when the build breaks. Weld is the layer between them.

How it works

A hub for your team. A node on every machine.

Everyone keeps working in Claude Code. A small node on each machine connects the agents to your team’s hub over MCP and hooks; the hub coordinates the work and sends jobs to whichever machine fits.

How Weld works Each person runs Claude Code agents on their own machines. A local node daemon connects the agents to the Weld hub through MCP and hooks. The hub tracks Work items and overlaps, predicts conflicts, runs the merge queue and merge agent, and hosts git and LFS, packs, assets and telemetry. It sends signed jobs to a GPU node for concept-to-3D asset generation and to a Windows build node for Win64 packaging and smoke tests, and the packaged build ships to itch.io. intents heartbeats signed jobs Pete Mac + Windows PC Claude Code agent Claude Code agent node · MCP + hooks Maya Mac + Windows PC Claude Code agent Claude Code agent node · MCP + hooks Weld hub one URL, one login Work items + overlaps Predicted conflicts Merge queue + merge agent Critic gates Git + LFS hosting Packs · assets · telemetry self-hosted · laptop or VPS GPU node RTX 4080 SUPER · 16 GB Concept → 3D mesh Blender cleanup + LODs Build node Windows PC Win64 package Smoke tests + screenshots itch.io packaged build Shipped How Weld works Each person runs Claude Code agents on their own machines. A local node daemon connects the agents to the Weld hub through MCP and hooks. The hub tracks Work items and overlaps, predicts conflicts, runs the merge queue and merge agent, and hosts git and LFS, packs, assets and telemetry. It sends signed jobs to a GPU node for concept-to-3D asset generation and to a Windows build node for Win64 packaging and smoke tests, and the packaged build ships to itch.io. Pete Mac + Windows PC Claude Code agent Claude Code agent node · MCP + hooks Maya Mac + Windows PC Claude Code agent Claude Code agent node · MCP + hooks Weld hub one URL, one login Work items + overlaps Predicted conflicts Merge queue + merge agent Critic gates Git + LFS hosting Packs · assets · telemetry self-hosted · laptop or VPS GPU node RTX 4080 SUPER · 16 GB Concept → 3D Blender cleanup Build node Windows PC Win64 package Smoke tests itch.io packaged build Shipped
  1. 1

    Declare

    Each agent declares its feature and scopes before it edits.

  2. 2

    Coordinate

    Overlaps and predicted conflicts reach the right human, once.

  3. 3

    Merge

    Critics gate quality; the queue and merge agent land the work.

  4. 4

    Ship

    Build and smoke-test on the Windows PC, then upload to itch.

01 · Overlaps

Weld asks you once.

Agents declare feature intents, not file locks. When two pieces of work share a system, each agent asks its human one question: coordinate, proceed or pivot. The answer reaches the other side.

  • Typed scopes like system:inventory
  • One decision per overlap, never a nag
Weld overlap card: Maya’s work ‘Loot drop + pickup’ overlaps your ‘Inventory grid UI’ on system:inventory, with Coordinate, Proceed and Pivot buttons. Below it, a merge-tree conflict card lists BP_Player.uasset and InventoryComponent.cpp changed on both sides.

02 · Conflicts

Conflicts, predicted. Merges, handled.

git merge-tree runs against live branches, so you see a shared file while there is still time to talk. At merge time, an AI merge agent resolves text conflicts with both intents in hand, and a person approves.

  • Merge queue with your tests on every merge
  • Binary assets get both op logs and a human pick
A Work item page: the merge agent resolved a text conflict in ComboComponent.cpp with confidence 0.78 and waits for approval, next to critic scores and activity.

03 · Quality

Critics score every iteration.

Fresh-context critics that never see the worker’s reasoning score each iteration against your team’s rubric. Below target, the merge waits for a person.

  • Rubrics are versioned packs: what “8.5 art” means for your game
  • Team memory and workflows live in the repo as packs every agent loads
Packs: an art rubric, a combat-feel rubric, an art-critic agent, the critic-loop workflow, a flagged knowledge pack and the merge-agent pack, each with version and trust label.
Critic scores chart: art rises from 7.4 to 8.7 over three iterations, passing the 8.5 target.

Ember lantern prop: art 7.4 → 8.7 in three iterations, past the 8.5 target.

One dashboard

Every person, every agent, every decision.

Merges waiting on you, critic gates, every agent’s live activity and which machines are free.

The Weld dashboard: a merge waiting for review of the merge agent’s resolution, a merge held by the critic gate, an FYI overlap with Coordinate, Proceed and Pivot, the Work list, live agent activity and node status.

AI asset pipeline

Concept to game‑ready, on your own GPU.

Ask an agent for a charred iron lantern. Weld runs the concept, generates the mesh on the team’s GPU, cleans it up in headless Blender and imports it into Unreal through Epic’s official MCP. A person approves each step.

  1. Conceptimage + approval
  2. MeshTRELLIS.2 or Hunyuan3D on your GPU
  3. Blenderdecimate, UV, bake, LODs
  4. Unrealimport + in-engine check

License-checked provenance

Every asset records its generator, model, license, prompt and job. A license gate holds any merge that uses a model outside your project’s allowlist until a person signs off.

SM_Lantern

Content/Props/Lantern/SM_Lantern.uasset

SM_Lantern’s approval gates (Concept, Mesh and In-engine, all approved by Pete or Maya) and provenance: generator trellis.2, model TRELLIS.2-large, license MIT for the model and CC-BY-4.0 for the output, the prompt, the job and the Work item.
  • Lantern: a generated low-poly game asset Lantern
  • Brazier: a generated low-poly game asset Brazier
  • Iron chest: a generated low-poly game asset Iron chest
  • Crawler: a generated low-poly game asset Crawler
  • Mushrooms: a generated low-poly game asset Mushrooms
  • Barrel: a generated low-poly game asset Barrel
  • Sword: a generated low-poly game asset Sword
  • Torch: a generated low-poly game asset Torch

Built for Unreal and Claude Code

Fits the tools you already use.

Unreal Engine 5

  • A C++ project template wired for agents: Unreal MCP, automation tests, a debug API
  • Agents act in the editor through Epic’s official Unreal MCP
  • Win64 Shipping builds from the Windows PC, even when you are on a Mac
  • Headless smoke tests with screenshots, so agents verify their own changes
The jobs list: a shell job waiting for its node owner’s approval, a Win64 Shipping package at 64 percent, a queued 3D generation and passed and failed smoke tests.

Claude Code

  • A Claude Code plugin: hooks, MCP tools, skills and agents
  • Every agent runs under its owner’s own Claude account
  • Hooks fail open: Weld never breaks a Claude session
  • Shell and agent jobs from a teammate run on your machine only after you approve them
claude · emberfall

> add drag-and-drop to the inventory grid

⏺ weld_work_declare("Inventory grid UI", scopes: [system:inventory, ui-screen:inventory])

⎿ overlaps Maya’s “Loot drop + pickup” on system:inventory

⏺ Maya’s agent is adding pickup to the same inventory system. Coordinate, proceed or pivot?

> coordinate. I’ll stay in the grid widget

⏺ weld_overlap_ack("coordinate")

⎿ Maya chose coordinate: “I only need UInventoryComponent::AddItem.”

04 · Operations

It keeps itself running.

Health, logs and Claude costs for every machine, over OpenTelemetry. Every error says what happened, why, and how to fix it; a doctor repairs what it safely can, and updates roll back on failure.

The System page: top errors with fingerprints and counts, and node cards for a Mac with an M2 Pro, a Mac with an M3 Max and a Windows PC with an RTX 4080 at 86 percent GPU, each with roles and tool versions.

Also in the box

The rest of the loop, from intent to itch.

  • Git + LFS hosting

    Your hub serves git and Git LFS for the game. One URL, one login, no lockable files.

  • Builds on any machine

    Typed, signed jobs run where they fit: packaging on the Windows PC, generation on the GPU box.

  • Ship to itch

    Package, smoke-test headless with screenshots, upload. One step from green build to playable page.

  • Handoffs and inbox

    Hand a task to a teammate or their agent, message people, and see what needs you in one inbox.

  • Passkey sign-in

    People sign in with passkeys. Machines and agents get scoped device tokens; secrets lease per job.

  • Costs per agent

    Claude tokens and spend per person and per agent, straight from Claude Code’s OpenTelemetry.

Built with Weld

Measured on our own machines, not a benchmark lab.

  • 151 s

    Win64 package

    Our jam test project, packaged as a Win64 build on the Windows PC.

    packaged smoke · 6/6 tests passed

  • 9 s

    Concept image

    FLUX.1-schnell on an RTX 4080 SUPER, the first step of the asset pipeline.

    gpu-gen node · 16 GB card

  • 76 s

    Mesh generation

    TRELLIS.2 at 1024 cascade on the same card, image in, textured mesh out.

    +56 s GLB export · peak 13 GB VRAM

Single runs on our hardware in October 2026. Your timings will vary with project size and GPU.

We built Weld for ourselves.

We make Unreal games mostly by driving Claude Code agents: two people in different places, each with a Mac and a Windows gaming PC. Without coordination, agents on the same game walk into each other, and nobody wants to be on a call all day to prevent it. Weld is how we work now, and we are opening it to a few more teams.

The Weld team

FAQ

Questions, answered.

Something else? Email us.

What does private beta mean?

Weld is invite-only while we work closely with a small number of teams. Request access and tell us what you are building. We send invites in small batches and help each team get set up.

Which engines does Weld support?

Unreal Engine 5 with C++ and Blueprints comes first, including Epic’s official Unreal MCP. Weld’s engine layer is built so Unity and Godot can follow; tell us on the form if that is what you use.

What do I need?

Two or more people, each with Claude Code on their own account, and an Unreal project. Mac and Windows machines both work. The AI asset pipeline needs an NVIDIA GPU with 12 GB or more of VRAM somewhere on the team; everyone else sends it jobs.

How much does it cost?

Pricing is not set yet. Beta teams will hear about it before anything changes. Your agents run on your own Claude Code subscriptions, so Weld never resells model usage.

Where do my code and assets live?

On your hub. Weld hosts your game’s git and LFS on a hub your team runs, on a spare machine or a small VPS. Agents run on your machines under your own Claude accounts. Code, assets and telemetry stay on your hub.

How big a team is it for?

Small teams: two to a handful of people, each running one or more agents. That is the setup Weld is built and tested for every day.

Private beta

Build your next game together.

We are inviting small teams building with Unreal and Claude Code. Tell us about yours.

Request access