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SKILL verified MIT Self-run

Scene To Level

skill-summerengine-summer-engine-agent-scene-to-level · by SummerEngine

Use when the user wants to go from a single scene reference image (a screenshot or concept art of how the final game should look) all the way to a playable Godot scene populated with the right assets and terrain. Orchestrates concept → asset pack → terrain → composition → scene assembly. Trigger on "build this scene", "make this playable", "I want a level that looks like this", "from a screenshot…

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Install

$ agentstack add skill-summerengine-summer-engine-agent-scene-to-level

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

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.

View the full security report →

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Reliability & compatibility

Security review passed
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1mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

scene-to-level — From a reference image to a playable scene

This is the orchestrator skill. It doesn't generate art, doesn't slice sheets, doesn't write game code — it routes the user through the chain of skills that do, and stitches their outputs together into a placeable Godot scene.

Use it when the user shows you a screenshot or concept image and says "build this." The output is a .tscn you can hit play on, populated with assets that match the reference's style.

The pipeline (decision tree)

1. Read the reference image (vision).
   └── What kind of scene is it?
        ├─ 2D top-down / isometric / side-scroller
        │   └── route to TERRAIN + 2D ASSETS path
        ├─ 3D third-person / first-person
        │   └── route to 3D ASSETS path (out of scope for this skill —
        │       use summer:3d-assets/ subskills directly)
        └─ UI-only screen (menu, HUD)
            └── route to UI ASSETS path (just plan-asset-pack)

2. For each visible element, route to the right sub-pipeline:

   TERRAIN  → summer:2d-assets/tileable-texture
              (auto-tiling Wang / 47-tile sheet; CURRENTLY a placeholder
              that generates a single tile — full auto-tile work is
              tracked in publicsummerengine/Docs/assetCreation/
              TERRAIN_AUTOTILE_IDEA.md and not yet built)

   PROPS / DECOR / LIGHTING / NATURE / WATER / BUILDINGS / UI / VFX
       ── If user has time for individual generation, prefer:
       │   summer:2d-assets/create-asset-sheet (Plan + Generate Pack
       │   mode at /studio/plan-asset-pack — higher quality, each asset
       │   gets full model attention)
       └── If user wants fast / exploratory:
           summer:2d-assets/create-asset-sheet (Slice from a sheet at
           /studio/create-tileset — one sheet, autoslice, cheaper)

   CHARACTERS → summer:2d-assets/character-portrait first for the static
                frame, then summer:2d-assets/sprite-sheet for animation

3. Once assets exist, USE-WIDGET-ASSET on any UI / panel / bar /
   toggle pack files to wire them as NinePatchRect / TextureProgressBar
   / etc. (see summer:2d-assets/use-widget-asset)

4. Compose the scene:
   - summer_create_scene with a Node2D / Control root depending on the
     scene type
   - Add a TileMap node for terrain; assign the generated tileset
     resource
   - Place props as Sprite2D / TextureRect children, positioned to
     match the reference's composition
   - Wire UI as Control nodes anchored to the viewport

5. Validate:
   - summer_get_script_errors
   - summer_play (the user takes over from here)

When to use

  • "Make this screenshot playable."
  • "I want a level that looks exactly like this concept art."
  • "Build a Japanese village scene like this reference."
  • "I have a UI mockup — implement it."

When NOT to use

  • The user wants a single assetsummer:2d-assets/pixel-art or a leaf skill directly.
  • The user wants to design a level from scratch (gameplay beats, pacing, encounters) → summer:level-design/design-level. This skill is post-design — it implements a known visual target.
  • The user wants a 3D level → use summer:3d-assets/ subskills directly; the orchestration for 3D scenes isn't in this skill yet.
  • The user wants a playable prototype with mechanics already → mechanics aren't in scope. This skill produces the visuals; the mechanic skills (e.g. summer:gameplay-mechanics/design-mechanic) handle behavior.

Required up-front

Before starting, you need either:

  1. A reference image (URL or local file) the user provides, OR
  2. A vivid text description of the target scene from the user

If neither is offered, stop and ask. Don't guess what a "japanese village scene" looks like — get the reference first.

Honest reliability map

| Pipeline node | Reliability | Cost (rough) | What can go wrong | |---|---|---|---| | Reading the reference (vision call) | High | $0.02 | Model misidentifies the scene type | | Plan + Generate Pack (theme → per-asset) | High for props / icons / UI | $0.10–0.50 per pack | Style drift across items if no style ref | | Slice from a sheet (single-sheet path) | Medium for dense sheets | $0.08 + upscales | Touching sprites merge into one slice | | Tileable terrain (auto-tile) | LOW today — not built. | n/a | Use a single tile placeholder or stitch by hand | | Sprite-sheet animation | Medium — see that skill's own honesty section | varies | Frame consistency is the hard part | | Scene assembly via summer_* tools | High | free | Engine must be running |

Surface this map to the user when relevant — don't claim "ready to play in 10 minutes" if terrain auto-tiling is what they actually need.

A worked example

User shows you a screenshot of a Japanese village with multiple islands, water between them, buildings, characters, and a bottom palette UI:

  1. Vision pass identifies the scene as 2D isometric with: water terrain (large area), grass terrain (per island), buildings (5+ distinct), characters (2), UI palette + toolbar.
  2. Plan the props pack via the create-asset-sheet planner: 12 props at minimum (torii, sakura, lantern, pagoda, bridge, well, sign, banner, bucket, hay, fence, crate). Generated per-asset for quality.
  3. Plan the buildings pack: 5 distinct buildings (small house, barn, shop, pagoda, watchtower).
  4. Generate terrain: today, single grass tile + single water tile + edge variant placeholders. Full Wang-tile auto-tiling is the TERRAINAUTOTILEIDEA.md unbuilt path.
  5. Plan the UI pack via the planner with theme "isometric voxel game UI: bottom palette, toolbar with Place/Erase/Pan/Save/Reset, asset category tabs, instruction panel."
  6. For each UI slice that's a panel / button, use summer:2d-assets/use-widget-asset to wire as NinePatchRect.
  7. Compose: TileMap for terrain; Sprite2D placement matching the reference; Control nodes for the UI.
  8. Validate + hand off.

Total wall-clock: maybe 30 min for the asset packs (parallel), another 15 for scene composition. NOT a five-minute thing.

What this skill explicitly defers

  • 3D scene assembly. Out of scope; use summer:3d-assets/ directly until a 3D variant of this orchestrator exists.
  • Auto-tiling terrain. The pipeline node exists in the decision tree but the leaf skill that implements it is not built — see publicsummerengine/Docs/assetCreation/TERRAIN_AUTOTILE_IDEA.md.
  • Animation orchestration. Per-character summer:2d-assets/sprite-sheet is invoked manually; no auto-pairing of characters with their animation pipelines yet.
  • Gameplay code. Player movement, interactions, win conditions — those are level-design + gameplay-mechanics skills, not this one.

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.