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SKILL verified MIT Self-run

Concept Art

skill-summerengine-summer-engine-agent-concept-art · by SummerEngine

Use when the user is exploring art direction — wants 3-4 rough variants of a character, environment, or prop to pick a vibe before committing to a final asset. Generates a batch of evocative concept images, not finals. Trigger on "concept art", "art direction", "explore the look", "give me some variants", "what could this character look like", "mood board", "rough sketches".

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Install

$ agentstack add skill-summerengine-summer-engine-agent-concept-art

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Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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Reliability & compatibility

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Declared compatibility

Claude CodeClaude Desktop

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About

concept-art — Batch-of-Variants for Art Direction

This skill produces 3-4 rough concept images of the same subject under different stylistic interpretations. The goal is not the final asset — the goal is to give the user something visual to react to so they can lock a direction. Variants are deliberately divergent (different palette, mood, framing, era) so the user has real choices, not four near-identical takes.

If the user wants ONE polished image (a dialogue portrait, a hero card), this is the wrong skill — route to summer:2d-assets/character-portrait. The summer:asset-pipeline/asset-strategy meta-router uses the disambiguation phrase "Quick check — exploring the look (3-4 variants for art direction) or generating a final character portrait for dialogue UI?" to send users to one of the two. If you arrived here without that question being asked, ask it before generating.

When to use

  • "I'm not sure what this character should look like — give me some options."
  • "Show me 3-4 directions for the witch."
  • "I want a mood board for the swamp level."
  • Early-project art direction, before the GameSoul.md visual style is locked.
  • The user describes a vibe ("dark fantasy", "Ghibli-esque", "Mobius") and wants to see it rendered.

When NOT to use

  • The user wants a single locked portrait for a dialogue UI → summer:2d-assets/character-portrait.
  • The user wants pixel art specifically → summer:2d-assets/pixel-art.
  • The user wants a UI icon or HUD element → summer:2d-assets/ui-graphics.
  • The user wants a tileable wall/floor texture → summer:2d-assets/tileable-texture.
  • The user wants an image-to-3D reference → summer:asset-pipeline/asset-strategy (the 3D pipeline has its own prompt suffix).

Steps

1. Confirm exploration vs final

Before generating, ask once:

> Quick check — exploring the look (3-4 variants for art direction) or generating a final character portrait for dialogue UI?

If "final" → hand off to summer:2d-assets/character-portrait. If "explore" → continue.

2. Search for prior concepts

summer_search_assets(query=" concept", filter={ kind: "image" })

If something already exists, ask if the user wants to riff on it (img2img via referenceImageUrl) or start fresh.

3. Pick a variant axis

Variants must differ on one explicit axis, not noise. Pick one:

| Axis | Use when | |---|---| | Palette / mood | "Should this feel grim or hopeful?" | | Era / setting | "Medieval, sci-fi, modern, post-apoc?" | | Stylization | "Painterly, anime, photoreal, Mobius line-art?" | | Silhouette / proportions | Character design — slim/bulky/childlike/monstrous | | Time of day / lighting | Environment — dawn/noon/dusk/night |

State the axis to the user before generating: "I'll vary on stylization — painterly, anime, line-art, photoreal. OK?"

4. Generate the batch

Issue 3-4 calls in parallel, one per variant. Use the same subject phrasing across all four; only the style-modifier changes.

summer_generate_image(
  prompt=". . concept art, evocative, rough painterly, atmospheric lighting",
  model="nano-banana-2",
  style="none",
  options={ image_size: "landscape_16_9" }
)

style: "none" is intentional — concept art doesn't want the default "realistic" or "cartoon" preset overriding the prompt's stylistic direction.

5. Present the batch

After all 4 return, show the user the thumbnails (link thumbnailUrl for each) and ask:

> Which direction lands? I can generate variants on the chosen one, or hand off to character-portrait for a final.

Do NOT import any of these as res:// assets yet. Concept art is reference, not shipped art. Only import once the user picks a winner — then either it goes to character-portrait for a polished version or directly to summer_import_from_url if they want to use it as-is as a reference.

Prompt patterns

The structure: subject + axis variant + "concept art" + lighting/atmosphere. Keep prompts under 30 words.

| Goal | Prompt that works | Why | |---|---|---| | Character — palette axis | young witch with raven familiar. . concept art, painterly, atmospheric | Locked subject + four explicit palettes | | Character — silhouette axis | goblin warrior. . concept art, full body, rough painterly | Forces real shape variation | | Environment — mood axis | swamp village at dusk. . concept art, wide shot, atmospheric | Mood drives composition | | Environment — stylization axis | mountain temple. . concept art, wide establishing shot | Names real reference styles the model recognizes | | Prop — era axis | royal sword. . concept art, three-quarter view, neutral background | Era as the only varying dimension | | Creature — physiology axis | forest spirit. . concept art, atmospheric, painterly | Forces real morphological divergence |

Bad prompts (and why)

| Bad | Failure mode | |---|---| | cool fantasy character | No subject, no axis. All 4 variants will look interchangeable. | | make 4 different witches | Model doesn't render "4 of"; you must call 4 times. | | epic concept art masterpiece trending on artstation | Adjective soup. Trending-on-artstation is a 2022 cliche; modern models render it as bland slop. | | same character but different | "Different" is undefined. Pick an axis and name it. |

Anti-patterns

  • Generating 4 near-identical variants because you didn't pick a real axis. The user can't choose between four images that all look like the same painting.
  • Importing concept art as final assets. These are exploration. The polished version comes from character-portrait after a direction is picked.
  • Using style: "realistic" or style: "cartoon" — the preset fights the prompt's stylistic direction. Use style: "none" for concept art.
  • Skipping the disambiguation question. If you don't ask, you'll get yelled at when you generate 4 portraits and the user wanted one polished bust.
  • Generating before the GameSoul.md is written. If .summer/GameSoul.md exists, read it first — its visual-style section narrows the axis.

Edge cases

  • User says "just one" after you propose 4. That's a character-portrait job. Hand off.
  • User wants 8+ variants. Generate 4 first; if the user wants more on the same axis, generate 4 more. Don't dump 8 at once — overload paralyzes choice.
  • Subject is a fully described scene, not an asset. You're producing key art, not asset reference. Use image_size: "landscape_16_9" and bias toward atmospheric.
  • User wants the final to be 3D. After they pick a direction, route to summer:asset-pipeline/asset-strategy — concept-art images are not 3D-ready references (they have backgrounds, scene context, dramatic lighting baked in). The 3D pipeline needs its own clean white-background reference.

Fallback (no MCP)

Print the 4 prompts and the call for each:

summer_generate_image(prompt="", model="nano-banana-2", style="none", options={ image_size: "landscape_16_9" })
summer_generate_image(prompt="", ...)
...

Tell the user to run via the Summer dashboard, then come back and summer_import_from_url the winning variant.

Handoff

Once the user picks a direction:

  • Character / NPC finalsummer:2d-assets/character-portrait (use the picked variant as referenceImageUrl).
  • 3D model from this conceptsummer:asset-pipeline/asset-strategy (regenerate a 3D-ready reference; concept art is not 3D-ready as-is).
  • Tileable texture from this moodsummer:2d-assets/tileable-texture.
  • Pixel-art versionsummer:2d-assets/pixel-art.
  • Lock the visual direction → write the choice into .summer/GameSoul.md under ## Visual style so future asset skills inherit it.

See also

  • summer:asset-pipeline/asset-strategy — meta-router that delegates here vs other 2d-assets skills.
  • summer:2d-assets/character-portrait — the polished single-image counterpart.
  • references/mcp-tools-reference.mdsummer_generate_image parameter schema.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.