AugmentClaude

Game Assets Generator

Generate sprites, textures, 3D models, and audio for games.

Installation

  1. Make sure Claude is on your device and in your terminal.

    Skills load from ~/.claude/skills/ when Claude Code starts up — so you need it on your machine first. If you don't have it yet, install it once with the command below, then run claude in any terminal to verify.

    One-time setup
    npm i -g @anthropic-ai/claude-code

    Already have it? Skip ahead.

  2. Paste into Claude Code or into your terminal.

    This copies the whole skill folder into ~/.claude/skills/fal-assets-rehan-remade/ — the SKILL.md plus any scripts, reference docs, or templates the skill ships with. Safe default: works for every skill.

    Faster alternative (instruction-only skills)

    Skips the clone and grabs only the SKILL.md file. Don't use this if the skill ships Python scripts, reference markdowns, or asset templates — they won't be downloaded and the skill will fail when it tries to load them.

    Quick install (SKILL.md only)
    Sign up to copy
  3. Restart Claude Code.

    Quit and reopen Claude Code (or any other agent that loads from ~/.claude/skills/). New skills are picked up on startup.

  4. Just ask Claude.

    Skills auto-activate when your request matches the skill's description — no slash command needed. Trigger phrases live in the skill's own frontmatter; you can read them in the “What this skill does” section above.

Prefer to read the source first? Open on GitHub.

When Claude uses it

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.

What this skill does

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)

AssetCommandDefault endpoint
Sprite / icon, transparent backgroundum fal sprite "<subject, view, style>" --name xopenai/gpt-image-2 (background=transparent)
Concept art, key art, backgroundsum fal image "<prompt>" --aspect 16:9fal-ai/nano-banana-2
Consistent variants, extra frames, recolors, same character new poseum fal edit "<change>" --ref base.pngfal-ai/nano-banana-2/edit
Background removalum fal rmbg in.pngfal-ai/birefnet/v2
Clean pixel art from any imageum fal pixelate in.png --colors 24fal-ai/image2pixel
Upscaleum fal upscale in.png --factor 2fal-ai/seedvr/upscale/image
Seamless tiling textureum 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 animationsum fal rig character.glb --animatefal-ai/meshy/rigging
Sound effectum fal sfx "plasma rifle shot, punchy" --seconds 1.2fal-ai/elevenlabs/sound-effects/v2
Musicum fal music "tense boss battle, chiptune, 150 bpm" --seconds 90elevenlabs/music/v2.5
Voice lineum fal voice "You dare challenge me?" --voice-id Adamfal-ai/elevenlabs/tts/eleven-v3
Trailer / cutscene clipum fal video still.png "camera orbits the boss"bytedance/seedance-2.5/image-to-video
Anything elseum fal run <endpoint> key=value key:=json image_url=@local.pngany

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.

Related skills