This skill should be used when the user asks to "design a game character", "create character sprites", "build a character series", "design character variations", "maintain character consistency across poses", "generate a character pose chain", or otherwise needs a full character-design workflow (style bible → base pose → variations) for game development. Covers cross-session consistency, palette locking, and pose chains.
How this skill is triggered — by the user, by Claude, or both
Slash command
/gemini-creative-plugin:gemini-charactersThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Full workflow for creating consistent game characters across multiple poses, sessions, and resolutions. Combines sprite workflow, pixel art rules, and prompt structures.
Full workflow for creating consistent game characters across multiple poses, sessions, and resolutions. Combines sprite workflow, pixel art rules, and prompt structures.
Before generating anything, establish these rules. Paste as a prefix in every prompt for this character.
Resolution: [32x32 sprites, 16x16 tiles]
Palette: [PICO-8 / 16 colors]
Outlines: [1px black]
Shading: [2-tone cel, cool-shifted shadows, warm highlights]
Proportions: [2.5 heads tall]
Background: [transparent / white]
Name every visual detail of the character: colors, armor pieces, markings, accessories, distinctive features. If it's important, name it — Gemini won't invent consistent details.
start_creative_session({
model: "gemini-3.1-flash-image-preview",
aspectRatio: "1:1",
responseMode: "image_only",
description: "[Character name] sprites",
outputDirectory: "/path/to/project/assets/characters/[name]"
})
Use a fixed outputDirectory inside your project — this is your style anchor folder across sessions.
Use send_creative_message with a fully detailed first prompt:
[Style bible prefix] [character type] in idle stance, front-facing,
[every visual detail: colors, armor, markings, accessories],
[background], [technical: pixel size, palette, outline, shading, proportions]
Example:
2D pixel art, 32x32 sprite, PICO-8 16-color palette, 1px black outline, 2-tone cel shading, cool-shifted shadows, transparent background — knight in idle stance, front-facing, blue tabard with gold lion emblem, silver plate armor with horizontal visor slats, blue feathered plume on helmet, brown leather boots, 2.5 heads tall
Do NOT pass images for this first generation.
Visually verify with Read tool. This image becomes the canonical style anchor for the entire character.
For every pose after the first, pass the previous image as reference:
send_creative_message({
prompt: "Same [character], [pose] — maintain identical colors, armor design, and proportions",
images: ["/path/to/previous-pose.png"]
})
Suggested pose order for chaining (each references the previous):
Idle → Walk → Run → Attack → Jump → Hurt → Death
continue_editing before generating the nextSessions expire after 30 minutes. When resuming in a new Claude session:
images[] in your first callsend_creative_message({
prompt: "[Style bible] Same knight as reference, now in [new pose]",
images: ["/path/to/project/assets/characters/knight/canonical-idle.png"]
})
Save the canonical image path — write it in the project CLAUDE.md or README so it's always findable.
| Size | Use Case | Detail Level |
|---|---|---|
| 16×16 | Lo-fi, mobile, game jam | Silhouette only |
| 32×32 | Sweet spot for most games | Facial expressions, armor, weapons |
| 64×64 | Detailed indie games | Fabric folds, individual fingers |
Generate in 32×32 first. Scale to other sizes by passing the base image:
send_creative_message({
prompt: "[Style bible at 16x16] Same character, same pose, scaled to 16x16 — simplify to silhouette and key colors",
images: ["/path/to/32x32-idle.png"]
})
| Palette | Colors | Best For |
|---|---|---|
| PICO-8 | 16 | Retro platformers, game jams — the default |
| Sweetie 16 | 16 | Mobile games, friendly/soft aesthetic |
| Endesga 32 | 32 | Fantasy RPGs with varied environments |
| Apollo | 16 | Sci-fi shooters, cool/tech aesthetic |
| Zughy 32 | 32 | Horror, dungeon crawlers |
| GameBoy | 4 | Demakes, nostalgia, maximum constraint |
Hue shifting: Don't darken with black — shift shadows toward blue/purple. Don't lighten with white — shift highlights toward yellow/orange.
gemini-3.1-flash-image-preview) — default for all character work. Fast, 14 refs, full resolution support.gemini-3-pro-image-preview) — only if Nano Banana 2 quality is insufficient after 2–3 retries.AI generates the base → manual refinement → final export:
npx claudepluginhub 2901were/gemini-creative-plugin --plugin gemini-creative-pluginGuides creation, editing, and verification of skills for AI coding agents using test-driven development with subagent scenarios. Use when authoring or debugging skills.