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fairoosansar-coder/game-character-consistency

fairoosansar-coder

game-character-consistency

Deep guide for CHARACTER IDENTITY across images: turnarounds (front/side/ back), state and damage variants, palette swaps, equipment changes, and same-character-in-context sets. Use whenever generating character turnarounds, character sheets, variants of an existing sprite, or any same-subject multi-image set. Complements game-asset-core.

v1.0LATEST
NewUpdated Oct 29, 2026

Character Consistency

The product is the IDENTITY, not any single image. Users state WHAT they need, not how — apply everything here even when the request never mentions it.

1. Asymmetry bookkeeping (turnarounds)

Before prompting, write the side-map table for every view. Example: "her left arm sleeved" →

view sleeved arm appears on staff hand appears on
front viewer's RIGHT (as designed)
right profile near side = her right = BARE ...
back viewer's LEFT mirrored from front

Prompt each view with VIEWER-relative words from this table, never body-relative words. Verify each output against the table, not the original sentence.

2. Hands and props

  • A held item must be GRIPPED: check the hand-object contact point in every image. A staff floating beside an open hand = fail.
  • The item stays in the SAME hand across all views/frames (mirror it correctly in back views).

3. Edit-chain protocol

  • One base image; every view/variant/state via image_edit from the base (or nearest neighbor view): "Keep this exact character — same face, colors, proportions, outfit, scale, background — change only ."
  • Views must be genuinely rotated (a side view is a strict profile: nose, chest, toes all pointing at the frame edge), not three slightly-turned fronts.
  • KEEP THE STYLE WORDS in every edit prompt ("stylized 2D game art, cel shading" or whatever the set uses). Edits without style words drift toward photorealism.

4. Variants (damage / palette / equipment)

  • State the freeze-list first in the prompt (pose, framing, background, everything not being changed), then the single change.
  • Damage states are STATES, not action frames: worn, cracked, dented — no debris flying mid-air.
  • Verify by viewing base and variant together: background hue, framing, proportions, and all unrequested details must match. Escalating states (hurt → critical) must be strictly ordered when viewed as a set.

5. Verify

For every image in the set, describe blind: which side has the marker detail, what's in each hand, face/proportion match to base. One mismatch = targeted retry of that image only.

Overall Score

82/100

Grade

B

Good

Grades are signals, not a certification. Always review a skill yourself before use.

Safety

92

Quality

78

Clarity

84

Completeness

72

Summary

This skill provides detailed instructions for maintaining character identity consistency across multiple generated images, specifically for turnarounds, variants, state changes, and multi-image sets. It teaches an AI agent to track asymmetrical details, verify hand-prop contact, use edit chains to preserve base characteristics, and systematically verify outputs against a documented reference table.

Detected Capabilities

image generationimage editingvisual analysisdocumentation/reference trackingprompt engineering

Trigger Keywords

Phrases that agents use to match this skill to user intent.

character turnaroundscharacter sheetssprite variantsdamage statesequipment changespalette swapssame-character consistency

Use Cases

  • Generate character turnarounds (front/side/back views) for game assets
  • Create character sheets with multiple poses and angles
  • Generate palette swaps or equipment variants of existing sprites
  • Produce damage state variants (worn, cracked, dented versions)
  • Create same-character-in-context multi-image sets where identity must persist
  • Maintain visual consistency when editing character images across a series

Quality Notes

  • Excellent use of concrete examples (asymmetry table with 'her left arm sleeved') to clarify complex spatial concepts
  • Clear protocol structure (sections 1–5) that maps directly to agent steps: plan → verify → edit → validate
  • Strong emphasis on verification at multiple stages (side-map validation, blind description check) to catch drift
  • Practical guardrails: explicitly defines what fails ('floating staff'), what must be frozen ('pose, framing, background'), and escalation ordering ('hurt → critical')
  • Ties directly to parent skill (game-asset-core), reducing redundancy and building layered expertise
  • Viewer-relative vs. body-relative language distinction is pedagogically sound and critical for turnarounds
  • Edit-chain protocol prevents style drift by requiring style words in every prompt, addressing a known failure mode in image generation
  • Missing: edge case coverage for asymmetrical characters with intentional mismatches (e.g., one-armed protagonists), guidance on conflicting style requirements, or examples of failed outputs and how to diagnose them
  • Could strengthen completeness with sample asymmetry tables for common character archetypes
Model: claude-haiku-4-5-20251001Analyzed: Oct 29, 2026

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