Remotion Agent Skills
remotion-dev/skillsThe Remotion team's twelve skills for building videos as React code: project setup, markup rules, maps, captions, studio, render and upgrades.
A 13-skill pack and `um` CLI for modding PC games: game recon, reverse engineering, fal-generated art, in-game testing, video and a field-notes knowledge base.
Impressively broad and recently active, but it needs paid asset APIs and runs reverse-engineering and game-driving tools, so use it on games you own and check what the um CLI does first.
universal-modder gives an agent a route from "I want a mod for this game" to a published mod. The core skill, mod-any-game, has 18 reference files including 16 per-engine notes. Around it sit game-recon (identify the game, engine and mod route), reverse-engineering (with Unreal package notes), blitz3d-decomp (decompile Blitz3D games and port them, with scripts for a Roblox target), game-automation (drive the running game to test it), and game-research-websearch (find old modding information through archives and mod sites).
For assets there are fal-assets, which generates sprites, textures, 3D models, audio and video through fal's MCP server or the um fal CLI, and asset-pipeline, which converts art into engine-ready sprite sheets with Blender-rendered frames. publish-mod lints and packages a mod, showcase-video cuts a demo video, and share-field-notes searches and writes entries in the repo's knowledge/ folder and, with your approval, opens a pull request. The listed targets are Claude Code, Codex, Gemini CLI, Copilot, Cursor and OpenCode. It needs a fal API key for generated assets, and the README names two more paid services, Sprixen and Voidless, for sprite tools. Windows games can be driven natively or from WSL.
13 distinct skills averaging about 8 KB, with 18 references in the main skill and a handful of scripts, but the CLI code is outside the skill folders and there are no evals.
Counted from the repository file tree. How we score depth.
um CLIA large pack of game-modding and reverse-engineering skills that relies on an um command-line tool and the fal MCP server for asset generation. The five Python helper scripts we have are local model converters; the main CLI, the SessionStart hook and about 680 files were not available to review. It needs a paid fal API key (sent only to fal), installs tools via unpinned uv tool install git+..., and its skills include decompiling and reverse-engineering game files.
um CLI (bin/um, or installed with uv/pipx from the GitHub repo) whose source is not in the files we have.README.md:54uv tool install git+https://github.com/rehan-remade/universal-modder (and npx skills add ...) with no pinned version.skills/mod-any-game/SKILL.md:24pip install fal, and tools such as Blender, ffmpeg and .NET for decompiling/rendering.skills/fal-assets/SKILL.md:55claude mcp add, and um fal key set writes a key file under ~/.secrets.skills/fal-assets/SKILL.md:39um CLI on PATH through a SessionStart hook (and a clone does so via .claude/settings.json); those hook/settings files are not in our copy so their contents were not reviewed.README.md:54The repository (859 files) on Oct 29, 2026. Not a full review: 679 of 859 files were not downloaded (large repository; we reviewed the skill folders); it contains compiled binaries or archives we cannot read; it relies on code outside the repository: Plugin hook and settings files (.claude/settings.json, .claude-plugin/*, .codex-plugin/*, plugins/opencode) that were not in our copy; fal MCP server (mcp.fal.ai) and optional Sprixen / Voidless services; About 680 repo files, including knowledge/ notes and bin/, absent from our copy; two gradle-wrapper.jar binaries in examples/.
NVIDIA SkillSpector static scan: 13 pattern hits (Data Exfiltration 6, MCP Rug Pull 4, Agent Snooping 3). SkillSpector hits are documentation mentions: '~/.codex/config.toml' in MCP setup instructions, the Nexus Mods API URL in a research skill, and unpinned 'npx skills' / 'npx @electron/asar' examples. None is code that exfiltrates data.
A review, not a certification. Skills change after we check them — read the files before installing.
MIT — commercial use allowed; modding and porting game content remains subject to each game's own license and terms.
Not really. Testing mods requires a running game and a human to approve key steps such as publishing or opening a pull request.
The Remotion team's twelve skills for building videos as React code: project setup, markup rules, maps, captions, studio, render and upgrades.
HeyGen's framework and skills for writing HTML and rendering it to deterministic MP4 video, with a CLI, a block registry and media tooling.
A self-hosted app for orchestrating teams of AI agents with org charts, budgets and approvals; its skills are mostly maintainer workflows.
It is an open-source toolkit of agent skills and a CLI called um that lets coding agents mod PC games. It covers research, reverse engineering, asset generation with fal, testing in the running game and publishing.
Run /plugin marketplace add rehan-remade/universal-modder and then /plugin install universal-modder@universal-modder. The README also gives commands for Codex, Gemini CLI, Cursor, OpenCode, or npx skills add for the skills alone.
The skills are MIT-licensed, but asset generation needs a fal API key, and two optional sprite tools use separate paid services, Sprixen and Voidless. Modding itself does not require them.
Our review found no hidden credential access in the skill text, and the skills advise asking before publishing. Reverse-engineering and porting game content can still break a game's terms or copyright, so use it on games and assets you have rights to.