Layer Game Assets

layerai/skills/skills/layer-game-assets

作者 layerai315d06db6f76MIT4 个星标收录于 2026年10月8日更新于 2026年10月8日仓库8天前更新

Use when producing in-game art with Layer: characters, heroes, NPCs, enemies and mascots, environment and background concept art, parallax layers, or game UI such as icons, buttons, frames, panels, HUD elements and currency symbols. Also when a cast must stay on-model across many images, when an icon must read at 64px, or when a character must be split into parts for a skeletal rig. Keywords: character art, NPC, enemy, concept art, background, parallax, game UI, HUD, icon set, Spine, rigging.

仅含说明Design & Creative
AI 生成的概览

指导生成游戏内美术:角色、角色阵容、视差背景与 UI 图标集。

功能
该技能提供使用 Layer 图像工具制作游戏美术的说明:角色与角色阵容提示词、可绑定骨骼并拆分部件的角色、环境与视差图层,以及 UI 图标集。内容涵盖剪影、视角、背景处理、目标像素尺寸和统一视觉语法等约束,并说明通过参考图或训练风格保持角色阵容一致的工作流程。它产出的是提示词与生成流程,而非文件本身。
适用场景
适用于制作游戏内美术时,例如角色、NPC、敌人、吉祥物、环境或背景概念图、视差图层,以及图标、按钮、边框、面板、HUD 元素和货币符号等游戏 UI。也适用于角色阵容需在多张图中保持一致、图标需在小尺寸下清晰可辨,或角色需拆分以用于骨骼绑定的情况。
运行要求
需要 Layer 图像生成工具及其提到的配套技能(layer、layer-image、layer-image-editing、layer-reference-sets、layer-pixel-art、layer-textures),这些可能需要单独安装。该技能不附带脚本,仅为说明文档。

Layer Game Assets

Overview

Game art differs from illustration in one way that governs everything: it has to sit in a system. An icon shares a set, a character shares a cast, a background shares a parallax stack. A beautiful asset that does not match its neighbours is a defect.

Generation mechanics are in the layer skill and prompt craft is in layer-image. This skill covers what those leave out: the constraints specific to art that ships inside a game. Pixel art has its own rules (layer-pixel-art), as do tiling surfaces (layer-textures).

If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add layerai/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

Characters and casts

A character prompt must name the role before the look. An enemy grunt, a shopkeeper, and a raid boss are read differently by players, and silhouette carries that read before any detail does. State silhouette explicitly: bulk, stance, and the one shape that identifies them at a glance.

Then pin the production terms a prompt cannot leave to chance: full body or portrait, view (front, three-quarter, side), background treatment (isolated on flat colour if it will be composited), and whether the pose is neutral for reference or dynamic for key art.

A cast is the hard part. Writing the same adjectives twice does not produce the same character, and seeds do not carry across prompts. Two things work:

  1. Anchor image. Approve one hero image, then drive every sibling with it attached as reference_image, filtering for image_editing, which is the capability for art that must reproduce a provided subject. style_reference transfers a look only and will not keep the character, which is the usual reason an anchored cast still drifts.
  2. Trained style. For a cast that will grow over weeks, train a reference set on approved art and apply it to every run. See layer-reference-sets.

The first is right for a handful of assets this week. The second is right for a live game.

Rig-ready characters

A character destined for Spine or a skeletal rig needs its parts separable. Generate the character in a neutral, limbs-apart pose so no part occludes another, on a transparent or flat background, then separate the parts with layer-image-editing using split_into_layers.

Occlusion is the thing to get right up front: a crossed arm or a cloak covering the torso means the hidden geometry does not exist in any layer, and no amount of splitting recovers it. Say "arms clear of the body, legs apart, cape swept behind and clear of the torso" in the prompt.

Environments and parallax

An environment prompt needs camera height and depth layers stated, because these are what make a background sit behind gameplay rather than compete with it. Name the tier the art belongs to: foreground silhouette, midground playable, far background.

For a parallax stack, generate each layer as a separate run against one shared style anchor, and say in each prompt what that layer contains and that the rest is empty: "far background only, distant mountains and sky, nothing in the midground or foreground, isolated on transparent". Generating the whole scene and splitting it afterwards gives layers that were never designed to move independently.

Keep contrast and saturation deliberately low on gameplay backgrounds. The most common note on generated game backgrounds is that they are too busy to read characters against.

UI and icons

State the pixel size in the prompt, and design for the smallest one. An icon set delivered at 512px that turns to mush at 64px has failed, and the fix is fewer elements and heavier strokes, not a better upscale.

Hold a set together by naming the shared grammar in every prompt: stroke weight, corner radius, perspective (flat, isometric, or slight three-quarter), palette, and whether icons sit on a plate or float free. Generate on transparent backgrounds so the engine can place them.

Extending an existing set is an editing job, not a generation job: attach two or three approved icons as style references so the new one inherits the grammar rather than reinventing it.

Worked example

"Six ability icons for our fantasy RPG, matching the two we already approved."

  1. The two approved icons already have file_id values from their original runs.
  2. list_base_models with filter.use_case: "text_to_image" and filter.capabilities: {image_editing: true, square: true} (an object of booleans, not a list of names). Take the first result.
  3. One run per icon, six runs. Each attaches both approved icons as reference_image, and each prompt names the shared grammar plus the one new subject: "Ability icon, 64px target, flat three-quarter view, heavy uniform outline, two-tone fill, muted gold and slate palette, isolated on transparent. Subject: a frost sigil."
  4. Estimate the first, confirm the look, then run the remaining five.
  5. Review them together at 64px, not individually at full size.

Common mistakes

  • Judging an icon at full resolution instead of at its target size.
  • Rewriting the same description and expecting the same character.
  • Generating a whole scene, then splitting it into parallax layers afterwards.
  • Generating a rig-ready character in a pose where limbs occlude the torso.
  • Leaving background treatment unstated on an asset that will be composited.
  • High-contrast, busy gameplay backgrounds that characters cannot read against.
  • Adding to an approved icon set without attaching the approved icons as references.

来源与署名

来源:layerai/skills位于skills/layer-game-assets提交315d06d

许可证: MIT

内容归原作者所有。SourceWeft 从公开仓库中收录这些内容。

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