Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
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Turn a broad project request into a small actionable plan with concrete deliverables, dependencies and acceptance checks.
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See how to installReview the instructions the agent will receive before you install.
Read the project context and existing workflows first. State the requested outcome in one sentence. Identify what already exists and what needs changing. Ask only for information that materially changes the work; continue independent preparation when an answer is pending.
Write a short plan around deliverables, not a list of tool calls. For each stage, name its output and the observation that will show it works. Separate mandatory work from optional extensions. Preserve the user's scope, budget, provider choices and restart constraints.
Keep the plan in the project's existing Workspace card or project folder. If the user asked for execution, proceed with authorized work after planning. Update the plan when evidence changes the approach. Do not call incomplete work done.
For handing an implementation to another worker, use feature-handoff and
include the exact skill paths that worker needs.
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Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
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Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
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Prepare strict-front character sheets, isolated parts and optional multiview references for 3D modeling from an approved image.
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Generate and edit images, create video, audio, 3D assets or material maps through fal.ai MCP or the Python queue client. Use for fal model discovery, reference uploads, generation, recovery and local delivery.
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Prepare a precise handoff for an agent or developer implementing a feature, continuing a task or reviewing a finished change.
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Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.
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