Agent skill

Fal Assets

by rehan-remade in rehan-remade/universal-modder

Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.

MITAuto-check: notesGame Development

Install Fal Assets

skills CLI
$ npx skills add rehan-remade/universal-modder --skill fal-assets -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install rehan-remade/universal-modder fal-assets --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/fal-assets .claude/skills/fal-assets && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
fal-assets
GitHub stars
6.5k
Token cost
~2k tokens
SKILL.md length
977 words
Files
1
Skills in repo
10
Repo updated
First seen
Licence
MIT

At a glance

Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.

  • A mod needs new art
  • SKILL.md covers Setup (check once per session), Which interface, Recipes (um fal --help for… and Prompting game art that fits…, plus 2 more sections
  • Calls ffmpeg, claude and pip; reaches mcp.fal.ai; needs FAL_KEY
  • The user mentions fal

What it does

Fal Assets is an agent skill from rehan-remade/universal-modder. 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.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game assets and audio, Sprites and pixel art and 3D graphics and WebGL. It works with fal and Model Context Protocol. The repository describes itself as: Point Claude at any game. Skills, tools and the fal MCP that let Claude Code mod almost any PC game you own: recon, reverse engineering, fal-generated art/3D/audio, in-game… The licence is MIT.

When your agent uses it

  • A mod needs new art
  • The user mentions fal
  • Generating sprites
  • Music for a game

Example prompts

  • “/fal-assets”

Requirements

  • Python 3
  • A credential in FAL_KEY

What it can do on your machine

Read from SKILL.md and the folder at commit 50af8bd. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • ffmpeg
    • claude
    • pip

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • mcp.fal.ai

    Also links to:

    • fal.ai

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names these keys or tokens, usually read from environment variables:

    • FAL_KEY

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Fal Assets loads about 2k tokens when it runs. Until then it costs about 129 tokens; SKILL.md has 977 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~129
When it runs · the whole SKILL.md, loaded when a task matches
~2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check: notes

The automated check noted patterns worth knowing about, such as sudo or a known installer.

  • NoteMentions a .env fileSKILL.md:14
    a `.env` file (`FAL_KEY=...`) in the working folder. Never write the key into mod files; `um publish check`

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from rehan-remade/universal-modder at commit 50af8bd, republished under its MIT licence (© rehan-remade). 977 words, ~2,027 tokens.

Download SKILL.mdSave it as .claude/skills/fal-assets/SKILL.md (or your agent's skills folder).
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)

AssetCommandDefault endpoint
Sprite / icon, transparent backgroundum fal sprite "<subject, view, style>" --name xopenai/gpt-image-2 (background=transparent)
Concept art, key art, backgroundsum fal image "<prompt>" --aspect 16:9fal-ai/nano-banana-2
Consistent variants, extra frames, recolors, same character new poseum fal edit "<change>" --ref base.pngfal-ai/nano-banana-2/edit
Background removalum fal rmbg in.pngfal-ai/birefnet/v2
Clean pixel art from any imageum fal pixelate in.png --colors 24fal-ai/image2pixel
Upscaleum fal upscale in.png --factor 2fal-ai/seedvr/upscale/image
Seamless tiling textureum 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 animationsum fal rig character.glb --animatefal-ai/meshy/rigging
Sound effectum fal sfx "plasma rifle shot, punchy" --seconds 1.2fal-ai/elevenlabs/sound-effects/v2
Musicum fal music "tense boss battle, chiptune, 150 bpm" --seconds 90elevenlabs/music/v2.5
Voice lineum fal voice "You dare challenge me?" --voice-id Adamfal-ai/elevenlabs/tts/eleven-v3
Trailer / cutscene clipum fal video still.png "camera orbits the boss"bytedance/seedance-2.5/image-to-video
Anything elseum fal run <endpoint> key=value key:=json image_url=@local.pngany

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.
Show full SKILL.md (436 more words)Show less

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.

© rehan-remade, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in skills/fal-assets of rehan-remade/universal-modder.

Open the folder on GitHubat commit 50af8bd

Compare with similar skills

Fal Assets next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Fal Assets compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Fal Assets this skillrehan-remade/universal-modder6.5k—~2kAutomated safety check: NotesMIT
Game Assetsglifxyz/glif-mcp-server213—~831Automated safety check: PassMIT
Blender Character Artistarjun988/blender-skills283—~1kAutomated safety check: PassMIT
Creature Modeling for Blenderarjun988/blender-skills283—~1kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
2D Sprite Generator0x0funky/agent-sprite-forge4.4k—~3.6kAutomated safety check: PassMIT

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Questions about Fal Assets

What does Fal Assets do?

Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api. Fal Assets is an agent skill from rehan-remade/universal-modder.ai) through the fal MCP server, the um fal CLI (REST) or fal api.

When should I use Fal Assets?

Fal Assets fits situations like: A mod needs new art; the user mentions fal; generating sprites; music for a game.

How do I install Fal Assets in Claude Code?

Run `npx skills add rehan-remade/universal-modder --skill fal-assets -a claude-code`. Or copy the skill folder (skills/fal-assets in rehan-remade/universal-modder) into .claude/skills/fal-assets in your project. Claude Code loads it when a task matches its description.

How do I install Fal Assets in Codex?

Run `npx skills add rehan-remade/universal-modder --skill fal-assets -a codex`. Or copy the skill folder (skills/fal-assets in rehan-remade/universal-modder) into .agents/skills/fal-assets in your project. Codex loads it when a task matches its description.

Can I use Fal Assets in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add rehan-remade/universal-modder --skill fal-assets -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/fal-assets, .gemini/skills/fal-assets, .github/skills/fal-assets and .opencode/skills/fal-assets in your project.

What does Fal Assets need to run?

Going by SKILL.md and its folder, Fal Assets needs the command-line tools its instructions call (ffmpeg, claude and pip) and credentials named FAL_KEY. Our summary lists: Python 3; A credential in FAL_KEY.

Does Fal Assets access the network?

SKILL.md names 2 domains. In commands or code: mcp.fal.ai; the agent is likely to contact it when it follows the instructions. As links in the text: fal.ai. This is read from the text; nothing was executed.

Is Fal Assets safe to install?

Our automated static check of SKILL.md found notes only (mentions a .env file), nothing it rates as a warning. It is not a guarantee. Review the folder before installing.

What licence does Fal Assets use?

Fal Assets is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Fal Assets use?

About 2k tokens (SKILL.md is roughly 8.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Fal Assets?

Skills that share tags, products or a category with Fal Assets: Game Assets (glifxyz/glif-mcp-server, 213 stars), Blender Character Artist (arjun988/blender-skills, 283 stars), Creature Modeling for Blender (arjun988/blender-skills, 283 stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Fal Assets?

rehan-remade (a GitHub user) maintains it in rehan-remade/universal-modder, which has 6,452 GitHub stars. The repository holds 10 skills in this directory. The repository was last updated on October 11, 2026.

Source: rehan-remade/universal-modder on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.