From summer
Generates 3-4 rough concept variants of a character, environment, or prop for art direction exploration. Use when the user wants to explore visual directions before committing to a final asset.
How this skill is triggered — by the user, by Claude, or both
Slash command
/summer:concept-artassets/**art/**concepts/**This skill is limited to the following tools:
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
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.
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.
summer:2d-assets/character-portrait.summer:2d-assets/pixel-art.summer:2d-assets/ui-graphics.summer:2d-assets/tileable-texture.summer:asset-pipeline/asset-strategy (the 3D pipeline has its own prompt suffix).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.
summer_search_assets(query="<subject> concept", filter={ kind: "image" })
If something already exists, ask if the user wants to riff on it (img2img via referenceImageUrl) or start fresh.
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?"
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="<subject>. <axis variant 1>. 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.
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-portraitfor 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.
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. <warm autumn palette / cold blue moonlit palette / sickly green swamp palette / monochrome ash palette>. concept art, painterly, atmospheric | Locked subject + four explicit palettes |
| Character — silhouette axis | goblin warrior. <slim wiry / hulking brute / childlike imp / multi-limbed mutant>. concept art, full body, rough painterly | Forces real shape variation |
| Environment — mood axis | swamp village at dusk. <hopeful warm lanterns / oppressive fog / abandoned ruins / overgrown nature reclaim>. concept art, wide shot, atmospheric | Mood drives composition |
| Environment — stylization axis | mountain temple. <Studio Ghibli soft painterly / Mobius clean line-art / dark Berserk ink / Hayao detailed wash>. concept art, wide establishing shot | Names real reference styles the model recognizes |
| Prop — era axis | royal sword. <bronze age / medieval / ornate baroque / sci-fi energy>. concept art, three-quarter view, neutral background | Era as the only varying dimension |
| Creature — physiology axis | forest spirit. <deer-like elegant / fungal grotesque / jellyfish floating / branch-and-moss elemental>. concept art, atmospheric, painterly | Forces real morphological divergence |
| 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. |
character-portrait after a direction is picked.style: "realistic" or style: "cartoon" — the preset fights the prompt's stylistic direction. Use style: "none" for concept art..summer/GameSoul.md exists, read it first — its visual-style section narrows the axis.character-portrait job. Hand off.image_size: "landscape_16_9" and bias toward atmospheric.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.Print the 4 prompts and the call for each:
summer_generate_image(prompt="<variant 1>", model="nano-banana-2", style="none", options={ image_size: "landscape_16_9" })
summer_generate_image(prompt="<variant 2>", ...)
...
Tell the user to run via the Summer dashboard, then come back and summer_import_from_url the winning variant.
Once the user picks a direction:
summer:2d-assets/character-portrait (use the picked variant as referenceImageUrl).summer:asset-pipeline/asset-strategy (regenerate a 3D-ready reference; concept art is not 3D-ready as-is).summer:2d-assets/tileable-texture.summer:2d-assets/pixel-art..summer/GameSoul.md under ## Visual style so future asset skills inherit it.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.md — summer_generate_image parameter schema.npx claudepluginhub summerengine/summer-engine-agent --plugin summerDesigns a concept art brief for game, film, or animation pre-production, specifying visual direction, tone, reference materials, deliverable formats, and technical requirements to align art direction before production begins.
Defines a visual direction with style pillars, shape language, color intent, and readability rules for consistent art execution across teams.
Enhances image generation prompts with Subject-Context-Style structure, lighting physics, camera terminology, and character consistency patterns. Useful for creating detailed, physically coherent image prompts.