From summer
Orchestrates the pipeline from a reference image to a playable Godot scene, routing through asset pack generation, terrain creation, and scene composition.
How this skill is triggered — by the user, by Claude, or both
Slash command
/summer:scene-to-level**/*.tscn**/*.gdassets/**.summer/**levels/**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 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.
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.
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)
summer:2d-assets/pixel-art or a leaf skill directly.summer:level-design/design-level. This skill is post-design — it implements a known visual target.summer:3d-assets/ subskills directly; the orchestration for 3D scenes isn't in this skill yet.summer:gameplay-mechanics/design-mechanic) handle behavior.Before starting, you need either:
If neither is offered, stop and ask. Don't guess what a "japanese village scene" looks like — get the reference first.
| 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.
User shows you a screenshot of a Japanese village with multiple islands, water between them, buildings, characters, and a bottom palette UI:
summer:2d-assets/use-widget-asset to wire as NinePatchRect.Total wall-clock: maybe 30 min for the asset packs (parallel), another 15 for scene composition. NOT a five-minute thing.
summer:3d-assets/ directly until a 3D variant of this orchestrator exists.publicsummerengine/Docs/assetCreation/TERRAIN_AUTOTILE_IDEA.md.summer:2d-assets/sprite-sheet is invoked manually; no auto-pairing of characters with their animation pipelines yet.npx claudepluginhub summerengine/summer-engine-agent --plugin summerConstructs Godot scenes from patterns like platformer characters, top-down chars, UI screens, projectiles, pickups, tilemaps with required companion nodes (e.g., CollisionShape2D).
Generates a coherent pack of 2D game assets from a single prompt: tile sheets, UI kits, character packs, or biome sets. Extracts, names, and classifies each asset into categories like character, terrain, or ui.
Designs Godot 4.x scenes (.tscn files), node hierarchies, and level layouts. Provides patterns for 2D/3D players, enemies, UI, HUD, inventories, and worlds.