From Features to Platform: Mudstack’s Path to Automating the Game‑Art Pipeline

Josef Bell / Lead Product Manager

Mudstack’s goal is simple: help art teams spend more time creating and less time on manual overhead.
In game development, minutes lost to downloading, uploading, converting, searching, and status updates add up quickly. Workflows also vary by studio and even by project. Extensibility is how we meet both realities.
We’re evolving Mudstack from a fixed set of features into a platform you can shape to your pipeline. New capabilities - outbound webhooks, an MCP server (an open standard that allows AI agents to access files, databases and APIs and take relevant actions on your behalf), a plugin ecosystem, and custom attributes - let you automate routine steps, connect the tools you already use, and keep data in sync without extra clicks. Artists get faster feedback and cleaner handoffs; producers see accurate status without chasing updates.
This shift is about fit and focus. Mudstack plugs into your stack so you can standardize where it helps and customize where you need to. Throughout this series, we’ll share concrete examples of how Mudstack can help automate your pipelines to save time and reduce manual work: triggering builds from asset events, enriching metadata from DCCs, and routing approvals into the systems your team uses every day.
Extensibility makes Mudstack a dependable part of daily production for a wide range of studios, not another place to maintain. These capabilities support CI/CD for game art, automated validation, and asset lifecycle management across Unreal, Unity, and common DCCs.
Over several blog posts, we’ll be describing Mudstack’s extensibility strategy in more detail, covering outbound webhooks, the plugin ecosystem, MCP servers, and custom attributes, with examples of how each automates common steps. If you’d like early access to the SDK or to propose an integration, contact us to join our beta program.