Game assets with fal skill

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

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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.
  • 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 [email protected] 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.
1---
2name: fal-assets
3description: 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.
4---
5 
6# Game assets with fal
7 
8fal runs hundreds of generative models behind one API key. Use it whenever the mod needs something that
9doesn't exist yet: a weapon sprite, a boss, a unit rendered from 16 angles, a tileable floor, a laser sound,
10boss music, a voiced line.
11 
12## Setup (check once per session)
13- **Key.** `FAL_KEY` must be set (create one at https://fal.ai/dashboard/keys). `um fal` also reads it from
14 a `.env` file (`FAL_KEY=...`) in the working folder. Never write the key into mod files; `um publish check`
15 flags leaked keys.
16- **MCP.** fal's hosted MCP server is `https://mcp.fal.ai/mcp` with header `Authorization: Bearer $FAL_KEY`.
17 The repo pre-configures it for each agent:
18 - Claude Code: `.mcp.json`
19 - Codex: `.codex/config.toml`
20 - Cursor: `.cursor/mcp.json`
21 - VS Code/Copilot: `.vscode/mcp.json`
22 - Gemini CLI: `gemini-extension.json`
23 
24 To add it by hand:
25 - Claude Code: `claude mcp add --transport http fal https://mcp.fal.ai/mcp --header "Authorization: Bearer $FAL_KEY"`
26 - Codex (`~/.codex/config.toml`): `[mcp_servers.fal]` with `url = "https://mcp.fal.ai/mcp"` and
27 `bearer_token_env_var = "FAL_KEY"`
28 - anything else: point its MCP config at the URL and header above.
29 MCP tools: `search_models`, `recommend_model`, `get_model_schema`, `get_pricing`, `run_model`,
30 `submit_job`/`check_job`/`get_job_result`, `upload_file`, `search_docs`.
31- **CLI alternatives:** `pip install fal` gives `fal api <endpoint> key=value key:=json`; the genmedia CLI
32 (`genmedia run ... --json --download`) is agent-friendly too.
33 
34## Which interface
35- **Discovery** (what's the best model for X right now, its inputs, its price): fal MCP
36 `recommend_model` / `search_models` / `get_model_schema` / `get_pricing`, or `um fal search`,
37 `um fal schema <endpoint>`, `um fal price <endpoint>`. The catalog changes weekly. The defaults below were
38 current in September 2026; check before a big batch.
39- **Anything that must land on disk** (every game asset): `um fal <recipe>`. It uploads local inputs,
40 queues, polls, downloads every output file, and appends the endpoint, inputs, seed and request id to
41 `<out>/fal_manifest.jsonl`, so every asset can be traced and regenerated.
42- **Quick look or one-off** where a URL is enough: MCP `run_model`.
43 
44## Recipes (`um fal <recipe> --help` for options; `--model` overrides the endpoint; `--set k=v` passes extra inputs)
45 
46| Asset | Command | Default endpoint |
47|---|---|---|
48| Sprite / icon, transparent background | `um fal sprite "<subject, view, style>" --name x` | `openai/gpt-image-2` (`background=transparent`) |
49| Concept art, key art, backgrounds | `um fal image "<prompt>" --aspect 16:9` | `fal-ai/nano-banana-2` |
50| Consistent variants, extra frames, recolors, same character new pose | `um fal edit "<change>" --ref base.png` | `fal-ai/nano-banana-2/edit` |
51| Background removal | `um fal rmbg in.png` | `fal-ai/birefnet/v2` |
52| Clean pixel art from any image | `um fal pixelate in.png --colors 24` | `fal-ai/image2pixel` |
53| Upscale | `um fal upscale in.png --factor 2` | `fal-ai/seedvr/upscale/image` |
54| Seamless tiling texture | `um fal texture "mossy cobblestone"` | `fal-ai/z-image/turbo/tiling` |
55| PBR maps (basecolor, normal, roughness, metalness, height) | `um fal pbr "rusted sheet metal"` | `fal-ai/patina/material` |
56| Image → textured 3D model (GLB) | `um fal model3d concept.png [--engine trellis2\|hunyuan\|tripo\|meshy]` | `fal-ai/trellis-2` |
57| Auto-rig a humanoid, optional animations | `um fal rig character.glb --animate` | `fal-ai/meshy/rigging` |
58| Sound effect | `um fal sfx "plasma rifle shot, punchy" --seconds 1.2` | `fal-ai/elevenlabs/sound-effects/v2` |
59| Music | `um fal music "tense boss battle, chiptune, 150 bpm" --seconds 90` | `elevenlabs/music/v2.5` |
60| Voice line | `um fal voice "You dare challenge me?" --voice-id Adam` | `fal-ai/elevenlabs/tts/eleven-v3` |
61| Trailer / cutscene clip | `um fal video still.png "camera orbits the boss"` | `bytedance/seedance-2.5/image-to-video` |
62| Anything else | `um fal run <endpoint> key=value key:=json [email protected]` | any |
63 
64Other useful endpoints:
65- 3D: `tripo3d/tripo/remesh` and `fal-ai/meshy/v5/remesh` (low-poly, game-ready), `fal-ai/trellis-2/retexture`.
66- Motion: `fal-ai/hunyuan-motion` (text → motion).
67- Icons: `fal-ai/recraft/v4.1/text-to-vector` (SVG icons).
68- Video cutouts: `pixelcut/video-background-removal`.
69- Music: `google/lyria-3.5`.
70- Voice: `fal-ai/minimax/speech-2.8-hd`.
71 
72## Prompting game art that fits the game
73- **Look at the game's own assets first:** pixel size, outline, palette, perspective, facing, how busy they
74 are. Put that into a reusable style suffix. For Terraria: *"16-bit pixel art game sprite in the style of
75 Terraria, crisp dark outline, limited palette, centered, plain flat white background, no shadow, no
76 text"*.
77- **Describe the view and orientation explicitly:** "perfectly horizontal side view with the muzzle pointing
78 right" for held weapons, "seen from the side facing left" for enemies, "pointing straight down" for a
79 falling bomb. Engines have conventions (Terraria items point right, NPCs face left) and fixing
80 orientation afterwards costs quality.
81- **Backgrounds:** transparent (gpt-image-2) or a flat colour that `um sprite cutout` can flood-fill.
82 Avoid gradients, scenery and ground shadows. If a soft shadow sneaks in, use `--grey` / `--keep-top`
83 in cutout.
84- **Player / team colour:** ask for "bright saturated blue accents" on the parts that should take the
85 player's colour, then `um sprite team-mask --hue blue` turns them into a mask.
86- **Consistency across a set:** generate one hero image, then derive the rest with the edit endpoint and the
87 hero as `--ref` ("same robot, now firing, muzzle flash"). Don't ask one prompt for a whole sprite sheet;
88 grids come out uneven.
89- **Many angles or frames of the same object:** go 3D. Take the concept, run `um fal model3d`, then
90 `um render3d` from the game's camera (asset-pipeline skill). That's how the AoE2 robotaxi got 16
91 consistent headings × 5 animations.
92- **No text or logos** in art unless wanted: models love to add them.
93 
94## Audio for engines
95- The SFX and music endpoints return MP3. Convert to what the engine wants:
96 - `ffmpeg -i x.mp3 -ar 44100 x.wav` (XNA/tModLoader, most engines);
97 - `ffmpeg -i x.mp3 -c:a libvorbis -q:a 5 x.ogg` (Minecraft, Godot, Unity);
98 - trim silence first: `-af silenceremove=start_periods=1:start_threshold=-50dB`.
99- Loops: `um fal sfx ... --loop`, or ask the music model for a loopable track and crossfade the ends.
100- Keep SFX short (0.2-2 s) and normalize loudness (`-af loudnorm=I=-16`) so they sit with the game's own
101 sounds.
102 
103## Cost and etiquette
104- **Price the expensive stuff:** before batching 3D, video or long music, check the price
105 (`um fal price <endpoint>` / MCP `get_pricing`). For more than about 20 generations or anything
106 video-sized, tell the user the rough cost first.
107- **Iterate cheap:** use low quality or resolution while exploring (`--quality low`, `--res 0.5K`), then
108 re-run the winners at full quality with the same prompt (and seed where supported).
109- **Reproducibility:** keep `fal_manifest.jsonl` with the assets; it records prompts, seeds and request ids.
110- **Credits:** in the mod's README, credit that assets were generated with fal and name the models. Check a
111 model's license page for commercial use.
112 

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