concept-art

Generates 3-4 divergent concept art variants of a subject for art direction exploration.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill concept-art-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: concept-art
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/concept-art
Command: npx skills add https://github.com/SummerEngine/summer --skill concept-art-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Choosing an art direction for a game character, environment, or prop is hard when you can only imagine it in words. This Skill produces 3-4 deliberately divergent rough concept images of the same subject so you can react to real visuals and lock a direction before committing to a final asset. ## Core Features & Use Cases - Batch Variant Generation: Issues 3-4 parallel image generation calls where each variant differs along one explicit axis such as palette, era, stylization, silhouette, or lighting. - Exploration vs Final Disambiguation: Asks a routing question up front so users who want a single polished portrait are handed off to the character-portrait skill instead. - Prior Concept Search: Checks existing assets via summer_search_assets before generating, offering to riff on prior work with img2img or start fresh. - Use Case: You are designing a swamp witch and are unsure of the mood. The Skill generates four painterly concepts varying only in palette (warm autumn, cold moonlit, sickly green, monochrome ash), you pick one, and the choice is recorded in GameSoul.md for future asset skills. ## Quick Start Ask your AI agent to show you 3-4 art direction options for your character or environment, for example: "Give me 4 concept variants of the goblin warrior varying the silhouette."

Frequently Asked Questions about concept-art

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

FAQPage Schema
How do I generate multiple concept art variants for a game character?

Issue 3-4 parallel summer_generate_image calls with the same subject phrasing, changing only one style modifier per call along a chosen axis like palette or silhouette. Each variant uses the nano-banana-2 model with style set to none so divergence comes from the prompt text.

What is the difference between concept art exploration and a final character portrait?

Concept art produces 3-4 rough divergent variants for picking a direction, while character-portrait produces one polished image for dialogue UI. The skill asks a disambiguation question first and routes final-portrait requests to the character-portrait skill.

Can I control the aspect ratio of generated concept images?

No. The MCP image tool returns square 1:1 images by default and exposes no image_size parameter. For wide key art, request wide cinematic framing in the prompt and accept the square canvas, or generate in the Summer dashboard where aspect ratio is exposed.

When should I not use concept art variants?

Avoid it when you need a single polished portrait, pixel art, UI icons, tileable textures, or 3D-ready references. Concept images have backgrounds and dramatic lighting baked in, so the 3D pipeline requires its own clean white-background reference via asset-strategy.

Why do my four concept variants all look the same?

Variants look identical when no explicit variation axis is chosen. Pick one axis such as palette, era, stylization, silhouette, or lighting, state it to the user, and change only that modifier across the four prompts while keeping the subject phrasing identical.