rehan-remade

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.

rehan-remade 8,806 967 Updated 2w ago
GitHub

Install

npx skillscat add rehan-remade/universal-modder/fal-assets

Install via the SkillsCat registry.

SKILL.md

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.