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game-character-consistency
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.grok/skills/game-character-consistency/SKILL.mdКратко (RU)
Turnarounds, damage variants, palette swaps, equipment — identity, не одиночная картинка. Asymmetry bookkeeping для front/side/back.
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.grok/skills/game-character-consistency/SKILL.md2,733 charsFrontmatter (YAML)
name: game-character-consistency description: > 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. metadata: short-description: "Same character, every image"
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_editfrom the base
(or nearest neighbor view): "Keep this exact character — same face, colors, proportions, outfit, scale, background — change only <X>."
- 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.