
fal-assets
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.
- Installs
- 1.5K
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- #5988
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/rehan-remade/universal-modder --skill fal-assets- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads fal-assets automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
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. Create one at https://fal.ai/dashboard/keys.
um faltakesFAL_KEYfrom the environment first, then the key the human stored withum fal key set(a hidden prompt: the desktop keyring on Linux, through libsecret'ssecret-tool; an owner-only~/.secrets/fal-keywhere there's nosecret-tool), thenFAL_KEY=...in a.envin the working folder.um fal key statusshows which source is used, with keys masked. Never write the key into mod files or configs;um publish checkflags leaked keys. -
MCP. fal's hosted MCP server is
https://mcp.fal.ai/mcpwith headerAuthorization: Bearer $FAL_KEY. The repo pre-configures it for each agent:- Claude Code:
.mcp.json - Codex:
.codex/config.toml - Cursor:
.cursor/mcp.json - VS Code/Copilot:
.vscode/mcp.json - Gemini CLI:
gemini-extension.json - OpenCode:
opencode.json
They read
FAL_KEYfrom the agent's environment, and without it the server doesn't connect. If the fal MCP tools are missing, useum falmeanwhile and tell the human. They can start the agent withFAL_KEYset (on Linux, from the keyring:export FAL_KEY="$(secret-tool lookup service fal.ai key api)"), or add fal's OAuth endpoint, which takes a browser sign-in instead of a key:- Claude Code:
claude mcp add --transport http fal-oauth https://mcp.fal.ai/mcp-relay, then Authenticate it in/mcp - Codex:
codex mcp add fal-oauth --url https://mcp.fal.ai/mcp-relay, thencodex mcp login fal-oauth - anything else: a Streamable HTTP server at
https://mcp.fal.ai/mcp-relaywith OAuth and no header (https://fal.ai/docs/documentation/setting-up/mcp)
Outside a clone, with a key: Codex takes
[mcp_servers.fal]withurl = "https://mcp.fal.ai/mcp"andbearer_token_env_var = "FAL_KEY"in~/.codex/config.toml. MCP tools:search_models,recommend_model,get_model_schema,get_pricing,run_model,submit_job/check_job/get_job_result,upload_file,search_docs. - Claude Code:
-
No fal key? For images,
um comfyuses a local ComfyUI server instead (um comfy status, thenum comfy image "..." --sprite). It has no audio, 3D or video recipes. -
Sprixen is another hosted option for 2D art only. It's a separate paid service (an account, an API key and credits), so ask the user before using it.
um sprixenkeeps one art style, resolution and view per project (um sprixen sprite "..." --style pixel_art --size 32x32), turns a sprite id into a one-row sheet of 2-12 frames (um sprixen animate <sprite_id> --type walk), and makes terrain tiles. The key goes inSPRIXEN_API_KEYorum sprixen key set, andum sprixen creditsshows the balance. No audio, 3D or video. -
Voidless is another separate paid service for 2D art (an account on a plan with API access, an API key and credits), so ask the user before using it.
um voidless sprite "..."prints an asset id;um voidless rotate <asset_id>adds the eight facings, andum voidless animate <asset_id> --preset <key>adds a set of clips at the asset's size (um voidless presetslists the keys).um voidless fetch <asset_id>downloads the frames again without generating. The key goes inVOIDLESS_API_KEYorum voidless key set, andum voidless creditsshows the balance. For 8 or 16 headings from a 3D model instead, seeum render3d. -
CLI alternatives:
pip install falgivesfal 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, orum 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/remeshandfal-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 cutoutcan flood-fill. Avoid gradients, scenery and ground shadows. If a soft shadow sneaks in, use--grey/--keep-topin 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 blueturns 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, thenum render3dfrom 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>/ MCPget_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.jsonlwith 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.
FAQ
What does the fal-assets skill do?
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.
How do I install fal-assets?
Run npx skills add https://github.com/rehan-remade/universal-modder --skill fal-assets in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/fal-assets/ (personal) or .claude/skills/fal-assets/ (project).
Which AI agents can use fal-assets?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is fal-assets safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains fal-assets?
It is published by rehan-remade in rehan-remade/universal-modder. It has 1,453 recorded installs.
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