atelier-draft

Generates and self-critiques multiple asset candidate Docs in atelier/ for game asset slots.

Updated Jul 20, 2026
One-click install
npx skills add https://github.com/ababup1192/flix_ge_studio --skill atelier-draft-ababup1192
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: atelier-draft
Source: https://github.com/ababup1192/flix_ge_studio/tree/main/.agents/skills/atelier-draft
Command: npx skills add https://github.com/ababup1192/flix_ge_studio --skill atelier-draft-ababup1192

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? When tuning a game's look or sound, you often only have a vague direction like "warmer colors" or "shorter, sharper sound" and no safe way to compare options without overwriting live assets. This Skill drafts several candidate Docs in a sandboxed atelier/ directory, renders them headlessly, and reports a self-critique so a human can pick the winner without risking the production assets/ folder. ## Core Features & Use Cases - Sandboxed candidate drafting: Writes N candidate Docs to atelier/ with slot-compatible entityId and version, never touching assets/. - Headless rendering and review: Renders candidates via make targets (render, gallery-prologue, gallery-sounds) and inspects contact sheets, waveforms, and spectrograms in debug/. - Structured self-critique: Reports each candidate's intent, fit to the stated direction, harmony with existing assets, and a recommended pick with reasoning, leaving promotion to human judgment. - Use Case: You want a warmer color theme for a character. The Skill reads the slot's schema, writes three variants (a/b/c) to atelier/, renders them, critiques each against the direction, and recommends one for you to approve. ## Quick Start Ask the agent to draft three warmer-color candidates for the character theme slot and report which one fits best.

Frequently Asked Questions about atelier-draft

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create multiple asset candidates before replacing a game asset?

Provide the asset slot (a Doc entityId or assets/ path), the number of variants, and a direction such as warmer colors. The Skill writes candidates to atelier/ with matching entityId, renders them headlessly, and reports a critique so you can choose one.

How do I preview game asset changes without overwriting live assets?

Candidates are written only to the atelier/ directory, never to assets/. If a candidate must be temporarily placed in the slot for rendering, it is restored afterward, so production assets stay intact.

What file format do the asset candidates use?

Candidates are Doc files named <name>.a.<kind>.json, .b, .c, and so on. They follow the slot's <kind>.schema.json and reuse the slot's entityId and version so they remain slot-compatible.

Does the Skill automatically promote a candidate into assets/?

No. The Skill only drafts, renders, and critiques candidates, then recommends a preferred option with reasoning. Promotion (swapping into assets/) is always left to human judgment.

What kinds of assets can be compared with this workflow?

Both visual and audio assets are supported. Visual candidates are reviewed via contact sheets like debug/all.png, while sounds and music are reviewed through waveform and spectrogram images such as sounds.png and music.png.