Unreal Material and VFX Workflow
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
Mod a PC game the user owns, taking an idea to working in the real game and recorded.
$ npx skills add rehan-remade/universal-modder --skill mod-any-game -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install rehan-remade/universal-modder mod-any-game --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/mod-any-game .claude/skills/mod-any-game && rm -rf skills-srcUse ~/.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/
Install the "mod-any-game" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/mod-any-game into .claude/skills/mod-any-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mod-any-game", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/rehan-remade/universal-modder/tree/main/skills/mod-any-gameType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add rehan-remade/universal-modder --skill mod-any-game -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install rehan-remade/universal-modder mod-any-game --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/mod-any-game .agents/skills/mod-any-game && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "mod-any-game" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/mod-any-game into .agents/skills/mod-any-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mod-any-game", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add rehan-remade/universal-modder --skill mod-any-game -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install rehan-remade/universal-modder mod-any-game --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/mod-any-game .cursor/skills/mod-any-game && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "mod-any-game" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/mod-any-game into .cursor/skills/mod-any-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mod-any-game", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/rehan-remade/universal-modder.git --path skills/mod-any-game--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add rehan-remade/universal-modder --skill mod-any-game -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install rehan-remade/universal-modder mod-any-game --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/mod-any-game .gemini/skills/mod-any-game && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "mod-any-game" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/mod-any-game into .gemini/skills/mod-any-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mod-any-game", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install rehan-remade/universal-modder mod-any-gameInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add rehan-remade/universal-modder --skill mod-any-game -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/mod-any-game .github/skills/mod-any-game && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "mod-any-game" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/mod-any-game into .github/skills/mod-any-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mod-any-game", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add rehan-remade/universal-modder --skill mod-any-game -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install rehan-remade/universal-modder mod-any-game --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/mod-any-game .opencode/skills/mod-any-game && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "mod-any-game" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/mod-any-game into .opencode/skills/mod-any-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mod-any-game", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
mod-any-gameMod a PC game the user owns, taking an idea to working in the real game and recorded.
Mod Any Game is an agent skill from rehan-remade/universal-modder. Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game ("add a nuke to Terraria", "make a new civ for Age of Empires", "put Minecraft inside X", "can I mod this game?"). It covers recon (engine, loaders, anti-cheat), choosing the route, a safe lab, a first vertical slice…
Its SKILL.md is about 2.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 17 other files, including reference files (for example `references/case-studies.md`, `references/engines/bethesda.md` and `references/engines/big-frameworks.md`).
It sits in Security, covering Game assets and audio. It works with 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.
11 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 50af8bd. It shows what the files ask for, not the result of running them.
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.
Shell commands in SKILL.md call:
uvpipxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use uv and pipx, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Mod Any Game loads about 2.9k tokens when it runs, and up to ~20k if it reads all its reference files. Until then it costs about 146 tokens; SKILL.md has 1,585 words of instructions outside code blocks.
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.
The automated check found no risky patterns in SKILL.md.
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.
The full file from rehan-remade/universal-modder at commit 50af8bd, republished under its MIT licence (© rehan-remade). 1,585 words, ~2,917 tokens.
.claude/skills/mod-any-game/SKILL.md (or your agent's skills folder). This skill also uses 15 other files; get the full folder from GitHub.You are the modder. The user names a game and an idea, and you take it all the way to working in the real game, on video. The method below shipped three projects:
It also folds in what the September 2026 wave of AI mashup mods (Minecraft in Elden Ring, skateboarding in MW2) showed about scaling up.
references/case-studies.md.examples/.knowledge/ in the repo, um kb search).um is the toolkit CLI. Plugin installs and clones put it on PATH (it lives at bin/um in the repo).
Otherwise install it once for any agent: uv tool install git+https://github.com/rehan-remade/universal-modder
(or pipx install ...). Every group has --help with examples.
| Need | Command |
|---|---|
| What games are installed, what engine, what anti-cheat, where saves live | um scan --list, um scan "<game>" |
| Sprites, textures, PBR, 3D models, rigs, SFX, music, voice, video (fal) | um fal <recipe>, or the fal MCP (search_models, run_model) |
| Cut out / fit / pixelate / pack sprites; 3D model → sprite frames | um sprite ..., um render3d ... |
| Launch, screenshot, click/type, record a Windows game (also from WSL) | um win ... |
| Snapshot saves before touching them; undo | um backup create/diff/restore |
| Cut a showcase video | um video contact/compile/mux |
| Lint a mod before sharing (game files, decompiled code, secrets) | um publish check |
Companion skills: game-recon, reverse-engineering, fal-assets, asset-pipeline, game-automation, showcase-video, mashup-mods, publish-mod, share-field-notes.
MODLOG.md in the working folder as the journal. Record paths, IDs, file formats, class names, what
failed and why, and the next step. Anything not in the journal is lost at the next context compaction.um kb search "<game>" and um kb search "<engine>". If
another agent left a field note, start from its exact versions, route and gotchas, and don't repeat its
dead ends. Without um, read
https://github.com/rehan-remade/universal-modder/blob/main/knowledge/INDEX.md.um scan "<game>". It reports the engine and version, whether code is managed or native, anti-cheat,
mod loaders already installed, save folders, ranked routes, and which playbook in
references/engines/ to read. Read that playbook.| Route | When | Examples |
|---|---|---|
| Data / assets only | the idea fits the game's data files | AoE2 .dat via genieutils, Bethesda ESP/ESL, Paradox scripts, JSON content packs, pak overrides |
| Loader API | a loader exposes hooks for it | tModLoader ModItem/ModNPC, SMAPI, BepInEx plugin, UE4SS Lua, REFramework Lua, SKSE plugin |
| Managed-code patching | .NET/Mono/IL2CPP/Java with no API for your idea | Harmony prefix/postfix/transpiler, MonoMod, Mixin |
| Native hooks | C/C++ engine with no loader | proxy DLL (dinput8/version/winmm) + MinHook/SafetyHook, signature scans |
| Reimplement / decomp / recomp | total control, or retro consoles | N64 decomps, N64Recomp, XenonRecomp, IW4L-style rewrites that read the user's own game files |
| Mashup / passthrough | two games at once | the mashup-mods skill |
Write the chosen route and the reason into MODLOG.md before building.
um backup create "<saves folder>" --name <game>-saves (the paths come
from um scan). Snapshot the config/profile folder too if you'll change settings.-tmlsavedirectory, an MO2 profile, a copy of the world or scenario). Scripted takes destroy test worlds,
so keep a pristine copy and restore it before every take.~/<game>-decomp) and gitignore any
derived data. Never commit game files.Read the actual code and data instead of guessing how the engine behaves. The reverse-engineering skill covers the tools:
ilspycmd, Cpp2IL, Vineflower, Ghidra/IDA over MCP;Record exact names and IDs in MODLOG.md. Check what the executable enforces as well as what the data says. In AoE2 the data happily holds a 64th civilization, but the civ picker only lists civs from a table hard-coded in the exe, so the mod replaces a slot instead of adding one.
Take one item, unit or weapon all the way through with placeholder art. Define it, launch, and prove it appears and works, from the log plus a screenshot you actually look at. Only then widen. Commit each working step in the mod's own git repo.
Study the game's own assets first: size, palette, outline, camera angle, facing, frame layout. Then generate
with um fal. Every call is recorded in fal_manifest.jsonl. Convert with um sprite / um render3d into
exactly what the engine loads.
um fal model3d), then render every heading from the game's camera (um render3d --preset aoe2).The running game is the oracle; your reading of the code is not.
um win launch/drive, and check it with um win shot plus the
game's log files.--scale 0.33) to save tokens; multiply coordinates back when clicking.| Game / loader | Log |
|---|---|
| tModLoader | client.log |
| BepInEx | BepInEx/LogOutput.log |
| UE4SS | UE4SS.log |
| Unity | Player.log in AppData/LocalLow/<company>/<product>/ |
| SKSE | Documents/My Games/<game>/SKSE/ |
| Minecraft | logs/latest.log |
Script the take so it's repeatable. Record the game window with the game's own audio (um win record).
Choose moments from a contact sheet, then cut 20-45 s with one-line titles and a fade-out
(um video compile).
Run um publish check <mod> --game "<install>". Write a README with install steps. Credit tools, loaders and
fal-generated assets, and be honest that it was built with AI. Ship no game files.
Turn MODLOG.md into a knowledge-base note (um kb new ..., then um kb check). Cover:
With your human's OK, open a PR (um kb pr <note> --yes). Do this even if the mod isn't finished: a
documented dead end saves the next agent hours.
um backup before changing saves, profiles or game folders. Keep the restore path
written in MODLOG.md.um win kill <pid>). Never use pkill -f (it matches your own shell) or wildcard
kills.um win drive --proc X idle and ask before long
automated sessions while they're at the PC.references/engines/:unity.md, unreal.md, godot.md, source.md, native.md;dotnet-xna.md (Terraria, Stardew, Celeste), bethesda.md,
big-frameworks.md (RE Engine, FromSoft, GTA, Cyberpunk, BG3), misc-engines.md (GameMaker, RPG Maker,
Ren'Py, Paradox, Doom, HTML5, LÖVE, Java), zengin.md (Gothic 1/2: Daedalus scripts, Union, GD3D11);minecraft.md, genie-aoe2.md, retro-decomp.md.references/case-studies.md: Terraria, AoE2 and Minecraft × GTA V end to end, every non-obvious fact.knowledge/ at the repo root; um kb search): field notes by many agents, per game
and per technique.references/safety.md: the rules with their reasons, anti-cheat and legal hygiene.© 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
SKILL.md and 15 other files (references) in skills/mod-any-game of rehan-remade/universal-modder.
Open the folder on GitHubat commit 50af8bd
Mod Any Game 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Mod Any Game this skillrehan-remade/universal-modder | 6.5k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Unreal Material and VFX Workflowflopperam/unreal-engine-mcp | 1.1k | — | ~927 | Automated safety check: Pass | None | |
| Fal AI Generationwitnesstodark/mr-mak-workspace | 347 | — | ~1k | Automated safety check: Notes | MIT | |
| Kiln Refine Assetinstruktlabs/kiln | 255 | — | ~3.6k | Automated safety check: Pass | MIT | |
| Fmodel Unpackpa001024/dna-builder | 137 | — | ~2.6k | Automated safety check: Pass | MIT | |
| Kiln Author Assetinstruktlabs/kiln | 255 | — | ~4k | Automated safety check: Pass | MIT |
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
witnesstodark/mr-mak-workspace
Generate and edit images, create video, audio, 3D assets or material maps through fal.ai MCP or the Python queue client.
instruktlabs/kiln
Refine an existing Kiln asset through bounded source reads, exact revision edits, and targeted image feedback.
pa001024/dna-builder
This skill documents how to use the fmodel-mcp toolkit (a CUE4Parse-based .NET CLI plus a thin Python MCP server) to inspect and export Unreal Engine game assets — pak files, textures, meshes…
instruktlabs/kiln
Create a procedural 3D asset with Kiln JavaScript, review useful camera views, refine saved source, and export a GLB.
kevinpbuckley/VibeUE
Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.
rehan-remade/universal-modder
Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
rehan-remade/universal-modder
Launch, see and drive a real game so an agent can test its own mods.
rehan-remade/universal-modder
Figure out how a specific installed game can be modded, before writing any mod code.
rehan-remade/universal-modder
Research a game, engine or modding technique on the open web with archive-aware, rate-limit-safe searches — Wayback Machine/archive.today for dead forums (XeNTaX, Zenhax, old threads), GitHub…
rehan-remade/universal-modder
Package and release a finished game mod. An agent skill from rehan-remade/universal-modder.
Works with
Categories
Mod a PC game the user owns, taking an idea to working in the real game and recorded. Mod Any Game is an agent skill from rehan-remade/universal-modder. Mod a PC game the user owns, taking an idea to working in the real game and recorded.
Mod Any Game fits situations like: the user wants to mod; reverse engineer; mash up a game (add a nuke to Terraria; make a new civ for Age of Empires.
Run `npx skills add rehan-remade/universal-modder --skill mod-any-game -a claude-code`. Or copy the skill folder (skills/mod-any-game in rehan-remade/universal-modder) into .claude/skills/mod-any-game in your project. Claude Code loads it when a task matches its description.
Run `npx skills add rehan-remade/universal-modder --skill mod-any-game -a codex`. Or copy the skill folder (skills/mod-any-game in rehan-remade/universal-modder) into .agents/skills/mod-any-game in your project. Codex loads it when a task matches its description.
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 mod-any-game -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/mod-any-game, .gemini/skills/mod-any-game, .github/skills/mod-any-game and .opencode/skills/mod-any-game in your project.
Going by SKILL.md and its folder, Mod Any Game needs the command-line tools its instructions call (uv and pipx).
SKILL.md contains no URLs. Its commands use uv, which can reach the network depending on how they are called. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Mod Any Game is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.9k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 17k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Mod Any Game: Unreal Material and VFX Workflow (flopperam/unreal-engine-mcp, 1.1k stars), Fal AI Generation (witnesstodark/mr-mak-workspace, 347 stars), Kiln Refine Asset (instruktlabs/kiln, 255 stars) and Fmodel Unpack (pa001024/dna-builder, 137 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
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.