Layer Game Assets

layerai/skills/skills/layer-game-assets

作者 layerai315d06db6f76MIT4 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫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.

僅含說明Design & Creative
AI 產生的概覽

指導生成遊戲內美術:角色、角色陣容、視差背景與 UI 圖示集。

功能
此技能提供使用 Layer 影像工具製作遊戲美術的說明:角色與角色陣容提示詞、可綁定骨骼並拆分部件的角色、環境與視差圖層,以及 UI 圖示集。內容涵蓋剪影、視角、背景處理、目標像素尺寸和統一視覺語法等限制,並說明透過參考圖或訓練風格維持角色陣容一致的工作流程。它產出的是提示詞與生成流程,而非檔案本身。
適用情境
適用於製作遊戲內美術時,例如角色、NPC、敵人、吉祥物、環境或背景概念圖、視差圖層,以及圖示、按鈕、邊框、面板、HUD 元素和貨幣符號等遊戲 UI。也適用於角色陣容需在多張圖中保持一致、圖示需在小尺寸下清晰可辨,或角色需拆分以用於骨骼綁定的情況。
執行需求
需要 Layer 影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),這些可能需要單獨安裝。此技能不附帶指令碼,僅為說明文件。

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.

來源與署名

來源:layerai/skills位於skills/layer-game-assets提交315d06d

授權條款: MIT

內容歸原作者所有。SourceWeft 從公開儲存庫中收錄這些內容。

檢舉或申請下架

更多來自 layerai/skills 的技能

Layer Workflows

layerai

Use when running a saved Layer Blueprint workflow rather than a single generation: discovering what workflows a workspace has, reading a workflow's input schema, estimating and executing a run, polling its steps, or cancelling it. Also when a repeatable multi-step pipeline exists for a task, when the user names a workflow, or when a workflow input expects a style or a file. Keywords: workflow, blueprint, pipeline, app, multi-step, run, node graph.

待分類48 天前更新

Layer Workflow Import

layerai

將其他工具中的工作流程重建為 Layer Blueprint 圖,並透過 import_workflow 匯入。

AI & Agents48 天前更新

Layer Video Timeline

layerai

將現有片段、圖像與音訊組合成一支完整影片時間軸,包含轉場、疊加層與字幕。

Design & Creative48 天前更新

Layer Video

layerai

Use when generating video with Layer: text-to-video, animating a still image, extending a clip, adding camera motion, generating native audio or lip sync, looping animations, or planning a multi-shot ad, trailer, or cutscene. Also when a video prompt produces the wrong motion or the shot drifts off the source image. Keywords: txt2vid, img2vid, image to video, camera motion, video effects, loop, seamless, trailer, cutscene, lipsync.

待分類48 天前更新

Layer Textures

layerai

指導使用 Layer 影像模型產生無縫可平鋪的紋理,涵蓋尺度、光照與重複檢查。

Design & Creative48 天前更新

Layer Reference Sets

layerai

Use when a look must hold across many Layer generations: training a custom style or LoRA on a studio's own artwork, curating the images that go into a reference set, choosing its training category, tuning reference-set weight on a run, or deciding whether to train at all rather than attach a style reference. Also when a trained style produces weak, inconsistent, or silently ignored results. Keywords: LoRA, custom model, trained style, reference set, consistency, on-model, art direction, dataset.

待分類48 天前更新