| name | pixel-face |
| description | Create or improve a 32×32 pixel-art persona face for the Frontier Faces demo (examples/04-frontier-faces/personas.mjs) — the animated agent avatars rendered by face-term.mjs / the browser <cotal-face> / the gallery. Use when the user asks to add a new persona/face/avatar, improve an existing one (hair, eyes, likeness, expression), make it "look more like" someone, or fix a face that "doesn't read". Drives the example's own tools (img2rows.mjs, render-png.mjs) and follows FACE-DESIGN.md; uses a multi-agent variant loop for likeness. |
pixel-face — author & refine the Frontier Faces pixel art
A persona face is pure data in examples/04-frontier-faces/personas.mjs (one entry per
persona). The same data drives the terminal renderer (face-term.mjs), the browser element
(web/cotal-face.js), and the PNG tool — so edit personas.mjs once and it's live everywhere.
Always work from examples/04-frontier-faces/.
Where things are
personas.mjs — the entries (rows, colors, glow, mouths, expr, eyes, lines). Single source of truth.
FACE-DESIGN.md — the full conventions (grid zones, color keys, eye recipe, visemes). Read it first.
tools/img2rows.mjs — rough a reference photo into a 32×32 rows+palette.
tools/render-png.mjs — render a 7-state contact sheet (PNG) for review. This is the validator.
tools/face-template.mjs — copy-me starter entry that encodes the conventions.
gallery.html (all personas, original-vs-pixel) and preview.html?p=<key> (one persona) — served
via python3 -m http.server or tools/serve-wall.mjs; for visual QA.
assets/<persona-key>.<ext> — reference photos. Gitignored / local-only — never commit them.
Persona key ≠ agent name. The roster uses agent-file basenames; the face comes from each agent's
face: frontmatter: elon→musk, steve→jobs, rayan→ray (others match). Persona keys:
neon david ray sven garry jobs musk dario mira bernie michelle.
Conventions (condensed — full detail in FACE-DESIGN.md)
- Grid 32×32,
. = transparent, face centered ~col 15. Zones: hair 1–9 · brows 10–11
(drawn by expr, not rows) · eyes 12–13 (drawn by eyes()) · nose 14–16 · mouth
18–20 (drawn by mouths) · chin 21–24 · collar 26–31.
- Color keys: skin
P light / S mid / s shadow · E pupil · W/w catchlight · R lip ·
m lip-shadow · b brow · h hair · L cyan + M magenta = the cotal glow ribbon
(glow: { L: 8, M: 6 } blurs them). Use rng(row, c1, c2, key) (exported from personas.mjs) for runs.
- Eye recipe: 2-wide iris (
E) on the iris row; row below = catchlight (W/w, OUTER corner)
- lid-shadow (
s, INNER). jobs is the "alive" benchmark — match its eye, don't use flat black blocks.
- Surprise = raised brows + open mouth, eyes stay
open (growing the iris behind glasses looks
wrong). Don't reintroduce a wide eye style.
- The face renders at a fixed 32×16 (not scaled to the pane), so faces look the same size as long
as the pane is ≥ ~32 cols.
Tools (exact)
node tools/img2rows.mjs --in assets/<key>.png --w 24 --h 30 [--colors 12] [--x0 4] [--y0 0]
node tools/render-png.mjs --file <draft>.mjs --out /tmp/<key>.png --scale 8
node tools/render-png.mjs --file personas.mjs --persona <key> --out /tmp/<key>.png --scale 8
A draft module must export const entry = {…} and (if it uses rng in expr/mouths)
import { rng } from '/abs/path/examples/04-frontier-faces/personas.mjs'.
After every render, Read the PNG and compare it to assets/<key>.<ext>. Iterate.
Create a new persona
- Pick a
key. If you have a photo, save it as assets/<key>.png and img2rows it for a rough base;
otherwise copy tools/face-template.mjs.
- Hand-edit a
/tmp/<key>-draft.mjs (export const entry) following the conventions above.
render-png → Read the PNG → compare to the reference → iterate until all 7 states read well.
- Splice the finished entry into
personas.mjs (keep the file's style; reuse color keys).
- Review in the gallery; confirm no other persona changed.
Improve an existing persona
- Read its entry in
personas.mjs + its reference assets/<key>.<ext> and the current render.
- Edit only the in-scope rows (e.g. hair = rows 1–9). Preserve
eyes(), glasses/beard,
expr, mouths, colors of other features, and the collar/glow — change the minimum.
render-png the draft → Read → compare → iterate (≥3 passes). Then splice the rows back into
personas.mjs and confirm the diff is limited to that entry.
Multi-agent variant loop (use for likeness — "doesn't look like them")
When matching a real person, generate options instead of guessing:
- Spawn ~3 subagents on the main working tree (NOT git worktrees —
assets/ is gitignored, so
reference photos are absent from a fresh worktree). Give each: the reference path, the current
entry, the conventions, and a distinct direction.
- Each agent writes its OWN
/tmp/<key>-<n>.mjs draft (never edits personas.mjs — avoids
conflicts), renders it, Reads the PNG, compares to the photo, iterates, and returns the final
rows.
- You pick the best, splice it in, review in the gallery. Refine one axis per pass (e.g. head
shape, then hair). This is the loop used for garry/musk.
QA bar
- Always review visually — the
render-png contact sheet and the gallery.html original-vs-pixel
view — never blind. Judge: does it read / look like the person across all 5 expressions + blink?
jobs is the reference standard. Keep faces front-facing/symmetric unless intentional.
- Don't commit
assets/ (reference photos stay local). Persona edits to personas.mjs ARE committable.