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:
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 ofconcept-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
referenceImageUrlfor each expression.
Steps
1. Read or establish the locked anchor
Check.summer/portrait-anchor.md first.
.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?
.summer/portrait-anchor.md:
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
referenceImageUrl for img2img.
3. Build the prompt — character + anchor
Pattern: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
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 asreferenceImageUrl. 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
styleto carry the look. Onlycartoonandanimeappend anything;realisticandnoneappend nothing and any other value is coerced tonone. 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; thesummer-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: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
referenceImageUrlset 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-compositionfor 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_readidreference/mcp-tools-reference— how to callassets.generate_image.
From a shell
No Summer MCP tools in this session? Run each one as a command; whensummer --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.
Related skills
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.
