Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks. Use for layouts, encounter placement and terrain plans.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Establish the play goal, scale, camera, movement/navigation limits and existing visual setup. Inspect the scene and documented mechanics before proposing placements. Reuse approved lighting/material settings when making another level; a new layout does not imply permission to redesign the game's presentation.
For an existing level, capture a read-only source snapshot with scene identity, units, origin, axis convention, terrain/navigation data and object IDs. Record source hashes or revisions. For a new level, label the baseline as a proposal; do not describe a generated map as an engine export.
Store edits separately: layer overrides, marker additions/moves/removals and design notes. Keep alternate layouts independent. Regeneration must not silently replace a user's edited draft. On a changed source, preserve a recovery copy and resolve conflicts rather than treating the draft as disposable.
Show terrain, passage, obstacles, cover and objectives as distinct layers. Define brush/cell sizes in world units. Visual ground colour is not necessarily a navigation blocker; tree cover, water and a road may have different rules. Preserve stable marker IDs and distinguish counts, capacity and starting occupants. Unchosen prefabs or mechanics remain explicit design intent.
Check main/alternate routes, chokepoint width, clearances, encounter order and travel distances against actual character sizes and speeds. A 2D simulation can compare strategies only within its documented assumptions. Its result does not prove native navigation, combat behaviour or final balance.
Export a manifest mapping coordinates, source revision and markers to engine assets. Reject stale/conflicting revisions before applying. Confirm the target scene and which objects are generated; do not overwrite an unrelated authored scene or manual edits as a side effect of a rebuild.
Verify saved terrain dimensions, height/axis conversion, prefab references, colliders, navigable paths, spawn locations and camera bounds in the engine. Traverse representative routes and test the changed encounter flow. Preserve unrelated gameplay values and assets. Deliver the editable plan, applied scene, export manifest, native captures and unresolved choices.
Example request: "Plan a small valley with two routes to the objective, then apply the chosen version." Success includes a reviewable layout, measured route clearance and a verified native path through the saved scene. Dependencies: project design rules; an editor bridge/CLI or engine access for scene work.
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Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.