| 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_edit from the base
(or nearest neighbor view): "Keep this exact character — same face,
colors, proportions, outfit, scale, background — change only ."
- 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.