fal-assets
Generates game assets including sprites, textures, 3D models, sound effects, music, and video through fal's API.
Community author
- Agents
- Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode, claude.ai and API
- License
- MIT (permissive)
- Pin
- 8370faapinned Oct 9, 2026
- Context cost
- about 1,900 tokenswhen the skill loads
- GitHub stars
- 5,595on rehan-remade/universal-modder
- Scripts
- None found
What it does
“Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.”
Generated summary from the skill's own text
Generates game assets including sprites, textures, 3D models, sound effects, music, and video through fal's API. The agent uses either the fal MCP server for discovery and quick requests, or the um fal CLI for downloading outputs to disk with full traceability. Requires a FAL_KEY environment variable and covers hundreds of generative models for art, audio, and video production.
When to use it
- Creating sprites, icons, or concept art for game mods and projects
- Generating 3D models, textures, PBR material maps, or performing auto-rigging tasks
- Producing sound effects, music, or voice lines for games or interactive content
- Deriving consistent variants or animation frames from reference assets
When not to
- Working offline or without internet connectivity to fal services
- When local generative models like ComfyUI are preferred for cost or privacy reasons
Install
These commands install from the publisher's repository and need no account.
skills CLI
npx skills add rehan-remade/universal-modder --skill fal-assetsInstalls from the repository's default branch, which may have changed since the commit we checked.
GitHub CLI 2.90 or later
gh skill install rehan-remade/universal-modder fal-assets@8370faa8e114baf33acdb23079aff552a7728c4bInstalls the commit we checked (8370faa).
Copy by hand
Download the folder at 8370faa and put it in .claude/skills/fal-assets for Claude Code and in .agents/skills/fal-assets for Codex, Cursor, Gemini CLI, GitHub Copilot and OpenCode.
Copy for your agent
A prompt for any coding agent. It installs this skill from GitHub at the pinned commit, copies the files as they are, and runs nothing unless you ask.
Prompt
Install the agent skill "fal-assets" by rehan-remade. Source, pinned to commit 8370faa8e114baf33acdb23079aff552a7728c4b: https://github.com/rehan-remade/universal-modder/tree/8370faa8e114baf33acdb23079aff552a7728c4b/skills/fal-assets 1. Download that folder at exactly this commit. Do not use the default branch. 2. Copy every file unchanged, keeping the folder structure, into .claude/skills/fal-assets/ for Claude Code and .agents/skills/fal-assets/ for Codex, Cursor, Gemini CLI, GitHub Copilot and OpenCode. Create the folders if they do not exist. 3. Do not edit the files, and do not run any script in the folder unless I ask you to. 4. When you are done, list the files you copied and where you put them. Listing and checks: https://www.agentnative.dev/skills/rehan-remade/fal-assets
SKILL.md at the pin
---
name: fal-assets
description: Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.
---
# Game assets with fal
fal runs hundreds of generative models behind one API key. Use it whenever the mod needs something that
doesn't exist yet: a weapon sprite, a boss, a unit rendered from 16 angles, a tileable floor, a laser sound,
boss music, a voiced line.
## Setup (check once per session)
- **Key.** `FAL_KEY` must be set (create one at https://fal.ai/dashboard/keys). `um fal` also reads it from
a `.env` file (`FAL_KEY=...`) in the working folder. Never write the key into mod files; `um publish check`
flags leaked keys.
- **MCP.** fal's hosted MCP server is `https://mcp.fal.ai/mcp` with header `Authorization: Bearer $FAL_KEY`.
The repo pre-configures it for each agent:
- Claude Code: `.mcp.json`
- Codex: `.codex/config.toml`
- Cursor: `.cursor/mcp.json`
- VS Code/Copilot: `.vscode/mcp.json`
- Gemini CLI: `gemini-extension.json`
To add it by hand:
- Claude Code: `claude mcp add --transport http fal https://mcp.fal.ai/mcp --header "Authorization: Bearer $FAL_KEY"`
- Codex (`~/.codex/config.toml`): `[mcp_servers.fal]` with `url = "https://mcp.fal.ai/mcp"` and
`bearer_token_env_var = "FAL_KEY"`
- anything else: point its MCP config at the URL and header above.
MCP tools: `search_models`, `recommend_model`, `get_model_schema`, `get_pricing`, `run_model`,
`submit_job`/`check_job`/`get_job_result`, `upload_file`, `search_docs`.
- **No fal key?** For images, `um comfy` uses a local ComfyUI server instead (`um comfy status`, then
`um comfy image "..." --sprite`). It has no audio, 3D or video recipes.
- **CLI alternatives:** `pip install fal` gives `fal api <endpoint> key=value key:=json`; the genmedia CLI
(`genmedia run ... --json --download`) is agent-friendly too.
## Which interface
- **Discovery** (what's the best model for X right now, its inputs, its price): fal MCP
`recommend_model` / `search_models` / `get_model_schema` / `get_pricing`, or `um fal search`,
`um fal schema <endpoint>`, `um fal price <endpoint>`. The catalog changes weekly. The defaults below were
current in September 2026; check before a big batch.
- **Anything that must land on disk** (every game asset): `um fal <recipe>`. It uploads local inputs,
queues, polls, downloads every output file, and appends the endpoint, inputs, seed and request id to
`<out>/fal_manifest.jsonl`, so every asset can be traced and regenerated.
- **Quick look or one-off** where a URL is enough: MCP `run_model`.
## Recipes (`um fal <recipe> --help` for options; `--model` overrides the endpoint; `--set k=v` passes extra inputs)
| Asset | Command | Default endpoint |
|---|---|---|
| Sprite / icon, transparent background | `um fal sprite "<subject, view, style>" --name x` | `openai/gpt-image-2` (`background=transparent`) |
| Concept art, key art, backgrounds | `um fal image "<prompt>" --aspect 16:9` | `fal-ai/nano-banana-2` |
| Consistent variants, extra frames, recolors, same character new pose | `um fal edit "<change>" --ref base.png` | `fal-ai/nano-banana-2/edit` |
| Background removal | `um fal rmbg in.png` | `fal-ai/birefnet/v2` |
| Clean pixel art from any image | `um fal pixelate in.png --colors 24` | `fal-ai/image2pixel` |
| Upscale | `um fal upscale in.png --factor 2` | `fal-ai/seedvr/upscale/image` |
| Seamless tiling texture | `um fal texture "mossy cobblestone"` | `fal-ai/z-image/turbo/tiling` |
| PBR maps (basecolor, normal, roughness, metalness, height) | `um fal pbr "rusted sheet metal"` | `fal-ai/patina/material` |
| Image → textured 3D model (GLB) | `um fal model3d concept.png [--engine trellis2\|hunyuan\|tripo\|meshy]` | `fal-ai/trellis-2` |
| Auto-rig a humanoid, optional animations | `um fal rig character.glb --animate` | `fal-ai/meshy/rigging` |
| Sound effect | `um fal sfx "plasma rifle shot, punchy" --seconds 1.2` | `fal-ai/elevenlabs/sound-effects/v2` |
| Music | `um fal music "tense boss battle, chiptune, 150 bpm" --seconds 90` | `elevenlabs/music/v2.5` |
| Voice line | `um fal voice "You dare challenge me?" --voice-id Adam` | `fal-ai/elevenlabs/tts/eleven-v3` |
| Trailer / cutscene clip | `um fal video still.png "camera orbits the boss"` | `bytedance/seedance-2.5/image-to-video` |
| Anything else | `um fal run <endpoint> key=value key:=json image_url=@local.png` | any |
Other useful endpoints:
- 3D: `tripo3d/tripo/remesh` and `fal-ai/meshy/v5/remesh` (low-poly, game-ready), `fal-ai/trellis-2/retexture`.
- Motion: `fal-ai/hunyuan-motion` (text → motion).
- Icons: `fal-ai/recraft/v4.1/text-to-vector` (SVG icons).
- Video cutouts: `pixelcut/video-background-removal`.
- Music: `google/lyria-3.5`.
- Voice: `fal-ai/minimax/speech-2.8-hd`.
## Prompting game art that fits the game
- **Look at the game's own assets first:** pixel size, outline, palette, perspective, facing, how busy they
are. Put that into a reusable style suffix. For Terraria: *"16-bit pixel art game sprite in the style of
Terraria, crisp dark outline, limited palette, centered, plain flat white background, no shadow, no
text"*.
- **Describe the view and orientation explicitly:** "perfectly horizontal side view with the muzzle pointing
right" for held weapons, "seen from the side facing left" for enemies, "pointing straight down" for a
falling bomb. Engines have conventions (Terraria items point right, NPCs face left) and fixing
orientation afterwards costs quality.
- **Backgrounds:** transparent (gpt-image-2) or a flat colour that `um sprite cutout` can flood-fill.
Avoid gradients, scenery and ground shadows. If a soft shadow sneaks in, use `--grey` / `--keep-top`
in cutout.
- **Player / team colour:** ask for "bright saturated blue accents" on the parts that should take the
player's colour, then `um sprite team-mask --hue blue` turns them into a mask.
- **Consistency across a set:** generate one hero image, then derive the rest with the edit endpoint and the
hero as `--ref` ("same robot, now firing, muzzle flash"). Don't ask one prompt for a whole sprite sheet;
grids come out uneven.
- **Many angles or frames of the same object:** go 3D. Take the concept, run `um fal model3d`, then
`um render3d` from the game's camera (asset-pipeline skill). That's how the AoE2 robotaxi got 16
consistent headings × 5 animations.
- **No text or logos** in art unless wanted: models love to add them.
## Audio for engines
- The SFX and music endpoints return MP3. Convert to what the engine wants:
- `ffmpeg -i x.mp3 -ar 44100 x.wav` (XNA/tModLoader, most engines);
- `ffmpeg -i x.mp3 -c:a libvorbis -q:a 5 x.ogg` (Minecraft, Godot, Unity);
- trim silence first: `-af silenceremove=start_periods=1:start_threshold=-50dB`.
- Loops: `um fal sfx ... --loop`, or ask the music model for a loopable track and crossfade the ends.
- Keep SFX short (0.2-2 s) and normalize loudness (`-af loudnorm=I=-16`) so they sit with the game's own
sounds.
## Cost and etiquette
- **Price the expensive stuff:** before batching 3D, video or long music, check the price
(`um fal price <endpoint>` / MCP `get_pricing`). For more than about 20 generations or anything
video-sized, tell the user the rough cost first.
- **Iterate cheap:** use low quality or resolution while exploring (`--quality low`, `--res 0.5K`), then
re-run the winners at full quality with the same prompt (and seed where supported).
- **Reproducibility:** keep `fal_manifest.jsonl` with the assets; it records prompts, seeds and request ids.
- **Credits:** in the mod's README, credit that assets were generated with fal and name the models. Check a
model's license page for commercial use.
From rehan-remade/universal-modder at 8370faa, shown as plain text under its license: MIT (permissive). The license text is in LICENSE.
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