Use when generating or iterating any game art asset prompt. Provides anchor-plus-aperture prompt templates for text-to-image, image-to-image, reconstruction input images, icons, UI, VFX, materials, rooms, enemies, bosses, weapons, gadgets, and asset gacha.
Installation
Mit Codex oder Claude installieren Kopieren Sie diesen Prompt, fügen Sie ihn in Codex, Claude oder einen anderen Assistant ein und lassen Sie die Skill-Seite prüfen und installieren.
Use when generating or iterating any game art asset prompt. Provides anchor-plus-aperture prompt templates for text-to-image, image-to-image, reconstruction input images, icons, UI, VFX, materials, rooms, enemies, bosses, weapons, gadgets, and asset gacha.
This skill defines the legacy unified prompt-template surface for all AI-assisted game asset production. For new work, start from skills/INDEX.md and route through the modular system (asset-generation-brief, style router, lineage planner, backend compiler, gacha session, scoring, metadata, and Godot prep). Use this skill when a single consolidated prompt reference is more convenient, or when a module points back to the complete template catalog.
The goal is not to make prompts rigid. The goal is to separate:
non-negotiable art DNA that keeps every candidate inside the game's main art direction
creative aperture slots that preserve surprise, imagination, and high-diversity gacha results
Every prompt should feel like it belongs to the same game even when the asset is strange, playful, disgusting, cute, mechanical, rare, or boss-scale.
When to Use
Use this skill for:
text-to-image concept generation
image-to-image iteration
reconstruction input image prompts for later deterministic 3D reconstruction
VFX flipbook, decal, mask, and shader-texture prompts
UI, icon, card, HUD, and reward visual prompts
room module, prop, environment-kit, and material prompts
enemy, boss, weapon, companion-module, gadget, and pickup prompts
asset gacha sessions and candidate batch generation
style-fit scoring or prompt repair
Do not use ad-hoc prompts for official project assets when this template system can express the asset.
Core Contract: Anchor + Aperture
Every prompt has three layers: hard anchor, soft anchor, and creative aperture. Agents must protect the hard anchor, express the soft anchor, and use the aperture to create surprise.
1. Anchor Taxonomy — required
Anchor type
Meaning
Can change?
Tokens
Hard anchor
Non-negotiable production/art constraints
No
pixel-first hyperreal presentation; dark-neon underground experiment arena; 2.5D gameplay readability; no-rig/animation-light; Godot scene friendly; IP-safe original transformation
Soft anchor
Repeated taste cues that make the game feel like itself
simple collider, clear pivot, required sockets, no rig, separable modules, readable from fixed 2.5D camera
lineage_role
base creature, elite escalation, boss exaggeration, inherited ability echo, reward/trophy echo
A good batch explores different slots, tension settings, and lineage roles — not just recolors.
Universal Prompt Template
Use this as the base for any asset type.
Create a {asset_type} for a solo Godot 2.5D room-based roguelite.
MAIN ART DNA:
{style_anchor}
ASSET ROLE:
- content_id: {content_id}
- gameplay role: {gameplay_role}
- player read: {what_the_player_must_understand_at_a_glance}
- camera/readability: readable from fixed 2.5D gameplay camera, strong silhouette, clear foreground/background separation
CREATIVE DIRECTION:
- style kit lane: {kit_lane}
- style tension dials: {style_tension}
- silhouette family: {silhouette_family}
- proportion rule: {proportion_rule}
- material focus: {material_focus}
- behavior metaphor: {behavior_metaphor}
- emotion tone: {emotion_tone}
- micro-story: {micro_story}
- VFX language if relevant: {vfx_language}
- lineage role: {lineage_role}
CAMERA / SCALE / READABILITY:
- gameplay camera size: {gameplay_camera_size}
- silhouette priority: {silhouette_priority}
- danger/friendly read: {danger_or_friendly_read}
- occlusion budget: {vfx_occlusion_budget}
- must remain readable under pixelization and fixed 2.5D camera review
PRODUCTION CONSTRAINTS:
- backend profile: {backend_profile}
- animation-light, no complex rigging, no humanoid skeletal dependency
- Godot scene friendly: clear root, visual body, simple collider shape, named sockets or obvious anchor points
- gameplay timing must be code/data-driven, not animation-clip dependent
- avoid tiny noisy details that collapse under pixelization
- no protected names, logos, exact character likenesses, exact prop replicas, or franchise-specific visual copies
OUTPUT REQUEST:
{output_request}
NEGATIVE PROMPT:
{negative_prompt}
Universal Negative Prompt
Use and extend this unless a tool requires different syntax.
generic serious sci-fi, grim photorealism, muddy horror, clean bright toybox without dark contrast, flat pixel art with no depth, realistic humanoid rig, complex hand-keyed animation requirement, unreadable silhouette, tiny noisy greebles, over-detailed texture that fails under pixelization, protected IP replica, famous character likeness, logo, trademark, exact franchise prop, text watermark, UI text gibberish
For reconstruction input image prompts, add:
thin fragile appendages, complex cloth, hair/fur/cloth strands, realistic fingers, many tiny legs requiring locomotion animation, mesh fused with background, non-manifold decorative clutter, unclear forward direction, no clear pivot, no socketable parts, transparent glass, translucent shell, volumetric smoke, fire/flame-only detail, particle-only form, hologram-only surface, text/logo/watermark, floor-fused shadow detail
Backend-Specific Prompt Profiles
Do not send the same prose to every generation backend. Select one profile and adapt the template.
Profile
Prompt emphasis
Extra constraints
t2i_concept
mood, silhouette, material, style tension, role readability
allow more imagination; request multiple distinct compositions when supported
t2i_reconstruction_input
style-preserving single-object source image for later deterministic 3D reconstruction
explicit style goal and style kit required; single centered complete object; neutral gray/light gray solid background; no scene, text, logo, watermark, glass, transparency, smoke, fire, particles, or hologram-only surfaces
i2i_iteration
preserve selected strengths, mutate one or two axes only
name what must stay; name what must change; avoid total redesign unless requested
i2i_reconstruction_input
repair or iterate a source image into a reconstruction-ready source image
explicit style goal and style kit required; block hostile source features unless the brief requests opaque/solid repair
icon_ui
small-size readability, silhouette, limited value groups
no tiny internal details, no gibberish text, high contrast at HUD scale
specify telegraph/active/impact/readiness; avoid smoke/noise that hides bullets
material_tile
broad material read under pixelization
tileable/reusable, one dominant material, low high-frequency noise
marketing_key_art
hook, emotion, world identity, screenshot value
may be cinematic, but cannot introduce impossible production style
Reconstruction Input Image Contract
For t2i_reconstruction_input and i2i_reconstruction_input, add these requirements:
single centered complete object, neutral gray or light gray solid background, no scene, no environment, no diorama, no text, no logo, no watermark, no UI, no ground-fused shadow details, mild orthographic/product-shot 3/4 primary view, thick readable forms, separable modules, obvious root/pivot, obvious sockets or anchor points, controlled material count, opaque rubbery jelly or solid painted goo only when soft materials are needed, opaque crystal-like plastic instead of glass, painted/emissive texture accents instead of particle-only form, no transparent glass, no translucent shell, no volumetric smoke, no fire/flame-only detail, no hologram-only surface, no hair/fur/cloth strands, no tiny dangling parts, no many-legged locomotion dependency, no baked lighting-only features that geometry cannot express
Block the brief rather than compiling if primary_style_goal or style kit routing is missing. For i2i_reconstruction_input, also block when the source image contains hostile features and the brief does not explicitly request opaque/solid repair.
Gallery, concept render, VFX, material, and marketing/key-art prompts do not inherit this reconstruction input contract. They may use scenes, atmosphere, particles, smoke, fire, or glass-like visual ideas when the brief calls for them and the output is not intended as a deterministic 3D reconstruction source image.
Visual Grammar Contracts
Each asset class has a small grammar that must survive every prompt, model, and iteration.
Asset class
Must keep
Must not become
Playable form
soft little monster, pitiful/brave/cute, no-rig squash/tilt/bounce, sockets for VFX/modules
humanoid hero, pure slime blob, realistic animal rig
demand broad color/value blocks and pixelization survival
Homage
disguised protected replica
apply IP transformation formula; regenerate if likeness remains
IP Transformation Formula
For any inspiration or homage, transform at least five axes before generating:
silhouette and proportions
function / gameplay role
material logic
color logic
narrative wrapper / micro-story
VFX language
naming and iconography
Never include protected names, logos, slogans, exact props, exact scenes, or famous character likenesses in official prompts unless rights are explicitly cleared. Renaming is not enough; if the output still reads as a disguised replica, reject or regenerate.
Asset-Type Templates
1. Playable Form / Protagonist
Purpose: soft little-monster identity, readable movement body, socket host for floating modules.
Required slots:
asset_type: playable character mesh concept
style kit lane: usually Neon Circuit Lab baseline, with optional Bio Goo softness
silhouette_family: soft little monster, not pure slime/blob
proportion_rule: small body + expressive appendage/tiny horns/tail/ears/short legs
material_focus: soft rubber / jelly creature material + subtle neon experiment markings
godot_constraint: no-rig or near-no-rig, squash/stretch friendly, clear HitCenter and VFX_Core
Prompt add-on:
The character should feel soft, slightly pitiful, brave, and adorable under pressure. It is not a humanoid hero and not a pure blob. It must support code-driven bounce, tilt, squash, recoil, jump, and Z-hop feedback.
2. Floating Companion Weapon Module
Purpose: weapon identity without hand-held animation debt.
Required slots:
asset_type: floating companion weapon module
silhouette_family: blaster pod / hammer pod / blade arc / emitter core / claw module / rail module
proportion_rule: chunky readable body with one obvious attack direction
material_focus: dark metal + neon circuit/glass emitter + optional toy plastic accent
godot_constraint: no hand grip, clear Mount, Muzzle or StrikeOrigin, VFX_Trail/VFX_Impact sockets
Prompt add-on:
Design it as an independent hovering module that orbits beside a small monster. It should not be held, strapped, or bone-mounted. The attack direction must be obvious from the gameplay camera.
3. Common Enemy
Purpose: fast variety while staying animation-light.
Required slots:
asset_type: common enemy mesh concept
silhouette_family: drone / turret / wheel bot / slime core / plant pod / object monster / crystal crawler / glitch ghost
behavior_metaphor: chaser, shooter, blocker, bomber, splitter, summoner, jumper, shield bearer
material_focus: choose one dominant material family
godot_constraint: simple collider and reusable motion template
Prompt add-on:
Its role must read before surface detail. It can be cute, weird, rotten, mechanical, or scary, but it must use reusable motion such as hover, roll, bounce, slide, fixed turret rotation, charge, inflate, split, burrow, orbit, or glitch flicker.
4. Elite Enemy
Purpose: same grammar as common enemies, but stronger visual state and clearer special mechanic.
Prompt add-on:
Make this an elite variant through silhouette escalation, extra module, stronger emitter, shield node, corrupted growth, or rare VFX aura, not just a color swap. The special mechanic must be readable from silhouette and telegraph anchors.
5. Boss / Mini-Boss
Purpose: memorable modular exam source for inherited ability.
Required slots:
asset_type: modular boss mesh concept
silhouette_family: giant core / toy machine / corrupted machine-organic heart / crystal pod / fungus turret nest / rot mass / glitch archive relic
behavior_metaphor: the boss's signature mechanic in one phrase
proportion_rule: central weak point + separated readable modules
godot_constraint: separated parts, sockets for telegraphs, no complex locomotion rig
Prompt add-on:
Design a boss whose signature mechanic can later become a player-scaled inherited ability. Use separated modules, emitters, shield nodes, orbiting parts, pods, tentacles, crystals, or turrets that can be animated by code, tweens, shaders, and VFX.
6. Inherited Boss Ability Visual
Purpose: make the stolen boss power feel recognizable but player-scaled.
Prompt add-on:
Create a player-scaled version of a boss signature move. It should preserve the boss's visual motif but become compact, readable, and satisfying around the player. It must clearly show charge, active moment, hit result, cooldown/readiness, and power fantasy.
7. Room-Local Tactical Tool / Gadget
Purpose: temporary room tool with obvious function.
Required slots:
asset_type: placeable room-local gadget scene concept
silhouette_family: mini turret / mine / blocker / pylon / decoy / jump pad / slow field / shield node
behavior_metaphor: what it does at a glance
godot_constraint: placement ghost, range preview, VFX_Activate, VFX_Muzzle or VFX_Area, UI_Anchor
Prompt add-on:
The gadget must show its function instantly: shoots, blocks, slows, buffs, explodes, attracts, launches, or shields. It should help solve room pressure but not look like it clears the wave alone.
8. Room Kit / Level Module
Purpose: modular arena pieces, not bespoke illustration.
Required slots:
asset_type: modular room art kit piece
piece_type: floor plate / wall module / door / spawn pad / hazard emitter / platform / blocker / placement marker / background prop / lighting anchor
kit_lane: one of four style kits
godot_constraint: tileable or modular, simple collision, clear gameplay edge, no decorative occlusion
Prompt add-on:
This is a gameplay-readable room module for wave survival and inter-wave placement. It must not hide bullets, enemies, telegraphs, doors, platforms, placement previews, or pickups.
9. Prop / Set Dressing
Purpose: atmosphere without gameplay confusion.
Prompt add-on:
Create a non-gameplay prop that reinforces the underground experiment arena and selected style kit. It must be visually subordinate to gameplay objects, avoid looking like an interactable pickup unless intended, and use simple readable massing.
10. Pickup / Reward / Relic Object
Purpose: broad 3D pickup categories and special trophy moments.
Prompt add-on:
Design a small collectible/pickup object that communicates its reward category through silhouette, color accent, and VFX aura. Do not make a unique 3D model for every passive; this should be reusable by category unless it is an identity-critical boss trophy or hidden relic.
11. Reward Icon / HUD Icon / Ability Icon
Purpose: readable small 2D symbols.
Required slots:
asset_type: pixel-art-inspired icon with hyperreal material cue
icon_category: weapon / boss power / mobility / gadget / defense / elemental / economy / warning / wave state
readability: must read at HUD size
Prompt add-on:
Create a cute arcade pixel UI icon with strong silhouette, limited value groups, dark-neon lab identity, and no unreadable text. The icon should be understandable at small HUD size and should not rely on tiny internal details.
12. UI/HUD Frame / Card / Panel
Purpose: cute arcade pixel interface, not serious lab terminal.
Prompt add-on:
Design a cute arcade pixel UI element for the dark neon experiment arena. It should be minimal, readable, playful, and functional. Avoid dense sci-fi terminal aesthetics, tiny text blocks, complicated gauges, and decorative frames that reduce clarity.
13. VFX Flipbook / Decal / Mask / Shader Texture
Purpose: gameplay communication.
Required slots:
asset_type: VFX texture / decal / flipbook / mask
vfx_language: Neon Circuit / Toon Impact / Bio Goo / Data Glitch
gameplay_message: telegraph / active hit / impact / readiness / cooldown / danger zone / pickup / status
Prompt add-on:
The effect must communicate what will happen, where it happens, when it is active, and what changed. Use high-contrast pixelized shapes and avoid noisy particles that hide gameplay.
14. Material / Texture Tile
Purpose: broad material read under pixelization.
Prompt add-on:
Create a tileable or reusable material texture with a strong broad read under pixelization. It should communicate one primary material only: dark matte metal, neon circuitry, soft rubber/jelly, wet goo, transparent glass/energy shell, crystal, painted toy plastic, or pixelized smoke/debris. Avoid high-frequency noise and subtle realism that disappears in pixel view.
15. Marketing / Key Art / Screenshot Composition
Purpose: public-facing image without corrupting production prompts.
Prompt add-on:
Create a promotional composition that showcases the main art DNA, soft monster protagonist, floating companion modules, dark neon underground arena, wave pressure, readable hazards, and boss-inheritance power fantasy. It can be more cinematic than gameplay assets, but it must not introduce a new art direction that production assets cannot support.
Primary kit controls silhouette family, main material, room/world logic, and broad value grouping.
Secondary kit controls accent corruption, emitter details, rare material patches, or one VFX layer.
Do not mix all four kits in one asset.
Glitch Relic Archive is rare/high-tier; use it for elites, bosses, inherited powers, relics, and abnormal states, not common default enemies.
If a hybrid becomes visually muddy, split it into separate candidates instead of forcing synthesis.
Series Lineage Motifs
When generating related content, declare its lineage. This makes the world feel authored rather than random.
lineage:base_motif:"sleepy containment pod with one neon eye"base_enemy:"small pod chaser"elite_escalation:"adds shield ring and faster charge telegraph"boss_exaggeration:"giant nervous boss heart with orbiting pods"inherited_ability_echo:"player emits a compact pod-ring dash shield"reward_trophy_echo:"tiny contained pod relic icon"
Lineage rules:
Base → elite → boss → inherited ability should share a recognizable motif, not identical geometry.
Escalation should add role clarity, scale, modules, VFX, or emotional intensity, not just saturation.
The inherited ability must be player-scaled and readable, not a full boss effect pasted onto the player.
Lineage may cross kit lanes, but must keep one motif constant.
Batch / Gacha Prompt Strategy
Use a three-lane gacha instead of one flat random batch. This protects production usefulness while preserving imagination.
Lane 1 — Safe Lane
Purpose: produce reliable, on-style, implementable candidates.
1 asset_type
x 1 gameplay_role
x 3 lanes: Safe / Wild / Synthesis
x 2 style kit lanes or 1 kit + 1 controlled hybrid
x 3 silhouette families
x 2 material focuses
x 2 behavior metaphors
= meaningful candidates before seeds, then filter aggressively
Rules:
Do not ask for "many random designs" without specifying variation axes.
Do not make all candidates differ only by palette.
Keep at least one conservative baseline candidate and several high-imagination candidates.
Reject candidates that violate the hard anchor, but do not overfit prompts so every output looks identical.
Store prompt variables, full prompt, seed, input image references, tool name, lane, mutation path, and result path in metadata.
Prefer generating too many candidates and selecting hard over writing one over-constrained prompt.
Prompt Mutation Operators
Use operators to iterate intentionally. Apply 1–2 operators for Safe Lane, 3–5 for Wild Lane, and 1–2 selected hooks for Synthesis Lane.
Operator
Use when
Example instruction
exaggerate_silhouette
candidate is bland
make the silhouette more memorable while keeping collider simplicity
simplify_surface
candidate is noisy
reduce greebles, use broad value/material blocks
shift_material_family
candidates feel samey
move from dark metal to jelly/glass/toy plastic while preserving role
increase_cute_danger_contrast
lacks emotional tension
make it adorable at first glance but threatening through emitter/teeth/telegraph
convert_limb_to_module
too rig-dependent
replace arms/legs/tentacles with floating pods, orbiting parts, fixed emitters
clarify_attack_direction
weapon/enemy role unclear
add obvious muzzle/strike face, charge line, or telegraph socket
bossify_motif
creating elite/boss lineage
add central weak point, orbiting modules, phase-ready VFX anchors
player_scale_echo
inherited ability too huge
compress boss motif into a compact player aura/projectile/module
telegraphs, feedback, or material read can support gameplay
IP safety
no protected likeness/name/logo/replica risk
Promotion guidance:
0-20 reject or keep only as prompt-history
21-29 candidate; maybe iterate
30-35 selected for cleanup/prototype consideration
36-40 strong candidate; human taste gate still required
Taste Critic Pass
Engineering validity is not enough. After style-fit scoring, run a taste pass and write 1–3 sentences per selected candidate.
Score 0–5 each:
Taste dimension
5 means
Instant hook
memorable in one glance; not generic AI output
Emotional contrast
cute/danger, soft/mechanical, clean/corrupt, or familiar/strange tension is alive
Screenshot value
would make a good store page, devlog, or social image if staged well
Series potential
can spawn base/elite/boss/reward/VFX relatives
Authored feeling
looks like a coherent indie art direction, not a prompt collage
Production taste
impressive but still plausible for no-rig, Godot-scene pipeline
Reject or re-prompt candidates that are technically valid but tasteless, generic, or unmemorable.
Every asset generation run must leave a trail that future agents can learn from.
1. Fill template variables
2. Choose backend profile and gacha lane
3. Generate candidates
4. Record full prompt, seed, tool, references, and outputs
5. Score style fit + taste + IP safety + Godot readiness
6. Mark kept/rejected with reason
7. Write next iteration instruction using mutation operators
8. Promote only selected candidates into cleanup/scene work
Rejected outputs are useful when they teach the prompt system what not to do; keep them as prompt history when storage cost is acceptable.
Few-Shot Canonical Examples
See references/canonical-examples.md for canonical prompts covering protagonist, floating weapon, common enemy, boss, icon, VFX, reconstruction input images, and three-lane gacha synthesis. Agents should imitate their structure, not copy their specific content unless generating that exact asset.
Verification Checklist
Before an agent submits generated candidates:
Preserved hard anchors and correctly adapted soft/variable anchors
Set style tension dials where taste matters
Filled at least four creative aperture slots for gacha/batch work
Selected one primary style kit or a legal controlled two-kit hybrid
Used asset-type visual grammar contract and Godot constraints
Selected the correct backend-specific profile
For reconstruction input images, included required style, plain neutral background, single complete centered object, no scene/text/logos, and opaque/solid material boundaries
Added camera/scale/readability tokens and occlusion budget
Added appropriate negative prompt and forbidden-drift repair if needed
Applied IP transformation formula for inspirations/homages
Produced Safe/Wild/Synthesis lanes or explained why a single lane is enough
Used mutation operators for iteration rather than random prompt edits
Preserved or declared series lineage motif when generating related assets
Recorded full prompt variables, mutation path, outputs, scores, and next iteration instruction
Scored candidates for style fit, taste, readability, Godot readiness, and IP safety