| name | compile-prompt-t2i |
| description | Use when compiling an asset generation brief into a text-to-image concept prompt or a reconstruction-ready source-image prompt with Safe/Wild/Synthesis support. |
| version | 1.0.0 |
| author | Project Agents |
| license | Project-internal |
| metadata | {"hermes":{"tags":["prompt-compiler","asset-generation","t2i-concept"],"related_skills":["asset-prompt-core","asset-generation-brief","score-style-fit"]}} |
compile-prompt-t2i
Overview
Compiles a structured asset brief into a backend-specific prompt for t2i_concept or t2i_reconstruction_input. The brief remains the source of truth; this skill only translates it.
When to Use
- When
asset-generation-brief selects backend target t2i_concept or t2i_reconstruction_input.
- During
asset-gacha-session candidate generation.
- When repairing a candidate for this backend.
Compilation Focus
concept mood, silhouette, material, style tension, role readability, output composition, and reconstruction source-image constraints when selected.
Prompt Assembly Order
- State asset type and game context.
- Insert hard/soft anchors from
asset-prompt-core.
- Insert asset role and player-read.
- Insert style-kit route and tension dials.
- Insert creative aperture and lineage fields.
- Insert backend-specific constraints.
- Insert output request.
- Insert negative prompt.
Required Output
backend_profile: t2i_concept | t2i_reconstruction_input
prompt: ""
negative_prompt: ""
metadata_patch:
compiler_skill: compile-prompt-t2i
required_checks: []
Backend-Specific Checks
t2i_concept: multiple distinct compositions allowed; no vague "make it cool".
t2i_reconstruction_input: require explicit primary_style_goal and style kit; single centered complete object; neutral gray or light gray solid background; no scene, diorama, text, logo, watermark, transparent glass, translucent shell, volumetric smoke, fire/flame-only detail, particle-only form, or hologram-only surface; use a 3/4 primary view with mild orthographic/product-shot feel; prefer thick opaque forms, clear pivot, and socketable modules.
i2i_iteration: explicitly list PRESERVE and MUTATE fields.
i2i_reconstruction_input: preserve selected source strengths while enforcing the reconstruction input contract; block unless hostile source features have explicit opaque/solid repair instructions.
icon_ui: require 32px/64px readability and no fake text.
vfx_texture: require gameplay phase and occlusion budget.
material_tile: require one material read and tile/reuse constraints.
Use only the checks relevant to t2i_concept or t2i_reconstruction_input.
Reconstruction Input Contract
For t2i_reconstruction_input, block the brief instead of compiling when:
primary_style_goal is missing.
style_kit or an equivalent style-kit route is missing.
- the requested asset depends on transparent glass, translucent membranes, fire, smoke, particles, holograms, liquid mist, hair/fur/cloth strands, many tiny legs, or other reconstruction-hostile detail.
When valid, the prompt must still describe the game style: pixel-first hyperreal cute-tech, dark-neon readable game asset, cute arcade pixel readability, and Godot no-rig modular asset friendliness. Do not turn that style into an environment scene.
Common Pitfalls
- Adding new art direction not present in the brief.
- Omitting negative prompt.
- Using the same prose for all backends.
Verification Checklist