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.
Instal·la
npx skillscat add rehan-remade/universal-modder/fal-assets Instal·la des del registre de SkillsCat.
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_KEYmust be set (create one at https://fal.ai/dashboard/keys).um falalso reads it from
a.envfile (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/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
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]withurl = "https://mcp.fal.ai/mcp"andbearer_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.
- 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.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-top
in cutout. - Player / team colour: ask for "bright saturated blue accents" on the parts that should take the
player's colour, thenum 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.