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npx agentmarket install skill/riquelmechile-character-art
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What's inside
- Skill name
character-art- Description
- None
- License
- MIT
- Instructions
- 121 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- missing YAML frontmatter
- name: missing
- description: missing
- files: referenced but missing: assets/characters/character-dna.json, assets/characters/character-missions.json
Files (2)
- SKILL.md
- skill.json
SKILL.md (first lines)
# XanxitoSpA Character Art v2 — Enterprise Archetypes ## Purpose Create original, high-impact character illustrations for the XanxitoSpA Company Deck. The target is **premium game-key-art quality and memorability**, not imitation of any existing game/IP. The character must communicate its business function before the viewer reads the label. ## Pipeline `business truth → Character DNA → 2 blind Sol/xhigh directions → owner decision → native image_generation → crop test → SVG frame → GitHub mobile test` V1 uses GPT-5.6 Sol as the only cognitive model and the built-in OpenAI image-generation tool as renderer. The art direction contract is stable; no secondary model provider is used. ## V1 GPT-only generation contract Preferred output: - portrait 4:5, minimum 1536×1920; - original stylized cinematic digital painting; - full/three-quarter character, not a floating head; - readable face/gesture; - strong foreground/midground/background separation; - clean outer silhouette; - one dominant key light + colored rim light; - controlled detail density: face/hands/prop high detail, secondary areas quieter; - no text, logos, watermarks or UI inside the illustration; - no copyrighted character resemblance or recognizable franchise costume language. ## Prompt anatomy Each prompt MUST specify: 1. role fantasy; 2. body/silhouette; 3. pose/action; 4. facial attitude; 5. costume/material hierarchy; 6. signature prop; 7. environment; 8. palette; 9. lighting; 10. camera/lens/composition; 11. areas of detail vs rest; 12. exclusions/negative constraints. Never prompt only with words like `epic`, `cinematic`, `premium` and expect coherent art. ## Quality gates ### Silhouette gate At 128 px tall and without color, the role remains recognizable. ### Narrative gate A one-sentence story can be inferred from pose, face, prop and environment. ### Function gate The visual metaphor supports the business function without becoming literal office stock art. ### Roster gate No two characters share the same stance, shoulder silhouette, prop category or dominant shape language. ### Originality gate Reject outputs that strongly resemble existing game/movie characters, recognizable costumes, weapons, insignia or card frames. ### Crop gate The 4:5 crop must preserve head, hands/signature prop and the dominant silhouette. No critical information may depend on the bottom 15%, which can be covered by the card title plate. ### GitHub gate Final composite must survive at ~180 px wide in a two-column mobile roster and ~320 px wide on desktop. ## Visual world rules Shared across the roster: - near-future enterprise mythology, not medieval fantasy; - obsidian/navy world with warm ivory/gold structural accents; - department color appears mostly as rim light, material insert or environmental energy; - tactile materials: fabric, metal, glass, ceramic, carbon, paper, industrial wear; - faces remain human and emotionally legible; - technology is purposeful, not random cyberpunk circuitry. ## Anti-patterns Reject: - same body/pose with color swaps; - generic hooded hacker; - generic fantasy knight/mage/archer; - corporate person in suit holding a laptop; - excessive neon/cyberpunk noise; - photobashed logos, charts or UI behind the character; - text generated inside the image; - over-dark faces; - hands/props cropped accidentally; - empty glamour pose that does not explain the role. ## Roster V2 style lock Before rendering any final roster asset, load `assets/characters/character-dna.json` and `assets/characters/character-missions.json`. The shared world lock is evidence, not optional flavor. Every character must share the same finishing language while remaining individually unmistakable. Default COMPETE directions: - `archetype-motion` — strongest silhouette, role fantasy, action line and environmental story; - `human-material` — strongest face, emotion, tactile material response and premium portrait finish. Both are GPT-5.6 Sol/xhigh branches and may render in parallel. The Creative Supervisor evaluates both with the same VisualFitness rubric. Do not expose either candidate to chat before adjudication. ### Style champion protocol The first selected character becomes a temporary style champion only for rendering language: contrast curve, edge hierarchy, skin treatment, material response, atmospheric depth and crop behavior. It must **not** donate its face, pose, costume silhouette or prop to other characters. Once 3+ roster members are selected, replace the single-image anchor with a roster style board assembled from all champions to avoid clone drift. ### Character identity guard Reject a candidate if its face geometry, shoulder silhouette, coat shape, hand pose or prop category is materially interchangeable with another roster member. Department color alone never counts as differentiation. ### Background runtime law Generation is a company job. If the OpenAI runtime credential or artifact sink is unavailable, the mission remains `STAGED`/queued and consumes no render attempt. Never fall back to chat rendering or another model provider merely to complete the asset.
From riquelmechile/XanxitoSpA, MIT.
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Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Aug 22, 2026 (2 months ago)
- Last release
- Aug 22, 2026 (2 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/riquelmechile/XanxitoSpA
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
Cite this page
character-art skill. Agent Mart. https://agentmart.dev/skills/riquelmechile-character-art (last updated 2026-10-24)