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character-portrait is a skill from the Summer skill library: a guide your AI agent reads when the task matches, so it builds the good version on the first try. Generate one polished character bust for dialogue UI, character select, lore cards or codex entries.

When your agent uses it

  • Generating a single polished bust/portrait of a character for dialogue UI, character-select screens, lore cards, or codex entries
  • A dialogue box, party roster, or codex entry needs one consistent face for a named character

Install

summer setup installs every skill for your agent. To add only this one:
Swap claude-code for your agent, such as codex or cursor. See Skills for every option.

The skill

This skill produces ONE polished character portrait — bust or shoulders-up framing, neutral or stylized background, designed to drop into a dialogue UI, character-select screen, or lore card. It is the opposite of concept-art: concept art explores; this skill commits. The single biggest failure mode is inconsistency across a cast. Generating five party members one at a time without a locked anchor produces five images that look like they’re from five different games — different lighting, different angle, different palette, different rendering style. This skill makes you write a locked anchor suffix the first time and re-use it verbatim for every subsequent portrait. If the user is still exploring the look, this is the wrong skill — route to concept-art first, lock a direction, then come back here. The asset-strategy meta-router asks “Quick check — exploring the look (3-4 variants for art direction) or generating a final character portrait for dialogue UI?” to disambiguate.

When to use

  • “Generate a portrait for the merchant NPC.”
  • “I need a character-select image for the four playable heroes.”
  • “Make a lore-card image of the king.”
  • “Add a VN-style dialogue portrait for Aria.”
  • The cast is locked and the visual direction is locked; you’re producing finals.

When NOT to use

  • The user is still exploring → concept-art.
  • The user wants pixel art → pixel-art.
  • The user wants a full-body 3D model → asset-strategy.
  • The user wants 4+ animated expressions of the same character — generate one base portrait here, then use img2img with the base as referenceImageUrl for each expression.

Steps

1. Read or establish the locked anchor

Check .summer/portrait-anchor.md first.
If it doesn’t exist, this is the first portrait in the cast — you must define the anchor now. Ask the user (or infer from .summer/GameSoul.md):
  • Framing: bust (chest up) or shoulders-up?
  • Angle: straight-on, three-quarter left, three-quarter right?
  • Lighting: soft front, dramatic side, rim-lit, golden-hour?
  • Background: flat color, soft gradient, painterly blur, in-world environment?
  • Rendering style: painterly, anime, semi-realistic, line-art-with-flat-color?
Write the anchor to .summer/portrait-anchor.md:
Note there is no aspect line in the anchor: framing is the aspectRatio argument of assets.generate_image, not prompt text. Bust framing reads fine square (1:1, the default); true portrait framing is aspectRatio: "3:4". Whichever you pick, use it for the whole cast — mixed aspect is as visible as mixed lighting. Every subsequent portrait in this cast appends the anchor to the prompt verbatim. Do not edit the anchor mid-cast unless the user explicitly says “I want the new ones to look different.”

2. Search for an existing portrait

Reuse beats regenerate. If the user wants to iterate on an existing one, pull its URL and pass it as referenceImageUrl for img2img.

3. Build the prompt — character + anchor

Pattern:
The character description should include: identity (age, build, hair, distinctive features), expression, costume/equipment, any signature prop. Keep it under 60 words including the anchor.

4. Confirm and call

Generating Aria the witch portrait — 1 image (uses credits), model nano-banana-2, anchor locked from .summer/portrait-anchor.md. OK?
style: "none" because the anchor’s “semi-realistic painterly” already specifies style. Only cartoon and anime append anything to the prompt, and realistic / none append nothing — any other value is coerced to none. So the preset cannot “fight” a painterly anchor; it just does nothing either way, and every bit of the look has to be in the prompt. There is no options object: shape and size are aspectRatio, width and height.

5. Import and wire into UI

For dialogue UI nodes, wire the texture into a TextureRect:
texture is a property on the node, so this is summer_set_prop — which needs an explicit scenePath, a node path relative to that scene’s root (./), and a key argument, not property. summer_set_resource_property is for reaching one level inside a resource the node already holds and requires all five of scenePath, nodePath, resourceProperty, subProperty, value. For character-select with multiple portraits, name files consistently: aria.png, borin.png, cael.png, dara.png. Index-able from code via "res://ui/portraits/%s.png" % character_id.

6. Iterate (img2img) instead of regenerating from scratch

If the user wants the portrait tweaked (“smaller smile”, “darker robes”), use img2img with the existing image as referenceImageUrl. Preserves identity and lighting.

Prompt patterns

Bad prompts (and why)

Anti-patterns

  • No anchor file. Every cast member generated ad-hoc looks unrelated. Define the anchor on portrait #1, re-use for the rest of the cast.
  • Editing the anchor mid-cast. If you change lighting from “warm key” to “dramatic side” halfway through, the cast splits visually. Either commit to the change and regenerate everyone, or stick with the anchor.
  • Regenerating from scratch when img2img would do. Identity drifts every regen. Iterate via referenceImageUrl.
  • Using the portrait as a 3D reference. Portraits have dramatic lighting, painterly backgrounds, and cropped framing — all of which corrupt 3D generation. For 3D, generate a separate clean white-bg full-body T-pose via asset-strategy.
  • Expecting style to carry the look. Only cartoon and anime append anything; realistic and none append nothing and any other value is coerced to none. If the anchor names the style, "none" is correct — but the anchor text is doing all the work, not the preset.

Edge cases

  • Character has a non-human silhouette (lizardfolk, demon, robot). The anchor still applies — framing, lighting, background, rendering style. Only the subject description changes. Verify the model can hold the silhouette under “bust framing” — some models default to humanoid.
  • Player wants to swap costumes mid-game. Generate one base portrait per costume (aria_traveler.png, aria_robes.png, aria_armored.png) and switch by index. Use img2img from the base for consistency.
  • Cast of 12+ characters. Anchor discipline gets harder as fatigue sets in. Print the anchor as a header in your generation script and don’t write any prompt without it.
  • User wants the portrait to “read at small size” (32×32 in a portrait list). That’s pixel-art territory; route to pixel-art.

Without Summer Engine

In a session without Summer Engine tools (the assets profile; the summer-assets skill has the whole loop), do steps 1-4 and 6, and skip step 5 (import and UI wiring). Pass out with the person’s folder so the PNG lands there (the summer-assets skill says how), and tell them the path.

Fallback (no MCP)

Print the prompt and the call:
Tell the user to run via the Summer dashboard, then summer_import_from_url the result to res://ui/portraits/<name>.png.

Handoff

After the portrait is wired:
  • More cast members → re-invoke this skill with the same anchor. Don’t redefine.
  • Expression variants → re-invoke with referenceImageUrl set to the base portrait.
  • Pixel-art version of the same character → pixel-art.
  • 3D model of the same character → asset-strategy (the portrait is NOT a usable 3D reference; generate a separate T-pose).
  • Dialogue system wiring → scene-composition for the UI hierarchy.

See also

  • concept-art — explore the look first if not yet locked.
  • asset-strategy — meta-router and the 3D pipeline.
  • scene-composition — wiring the portrait into a dialogue UI scene.
  • summer_docs_read id reference/mcp-tools-reference — how to call assets.generate_image.

From a shell

No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
  • concept-art: Explore art direction with 3-4 rough concept variants of a character, environment or prop.
  • pixel-art: Generate pixel-art sprites, items, tiles and portraits at a set resolution with a limited palette.
  • asset-strategy: Route any ‘I need a [thing]’ asset request to the right skill: 2D, 3D, audio, video, VFX or animation.
  • create-asset-sheet: Generate a pack of 2D assets from one prompt (tile sheet, UI kit, character pack, biome), sliced.

Source: library/skills/character-portrait/SKILL.md, rendered from summer-engine@4.3.0 on npm.