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scene-to-level 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. Turn a reference image or concept art into a playable scene: concept, asset pack, terrain, assembly.

When your agent uses it

  • Going from a scene reference image or concept art to a playable Summer Engine scene populated with the right assets and terrain
  • The user shares concept art or a reference screenshot and wants that location built as a playable scene

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 orchestrates. It does not generate art, slice sheets, or write game code. It routes the user through the skills that do, and assembles their outputs into a Summer Engine scene. Use it when the user shows you a screenshot or concept image and says “build this.” The output is a .tscn you can play, with assets that match the reference’s style.

The pipeline (decision tree)

When to use

  • “Make this screenshot playable.”
  • “I want a level that looks exactly like this concept art.”
  • “Build a Japanese village scene like this reference.”
  • “I have a UI mockup — implement it.”

When NOT to use

  • The user wants a single asset → pixel-art or a leaf skill directly.
  • The user wants to design a level from scratch (gameplay beats, pacing, encounters) → design-level. This skill is post-design — it implements a known visual target.
  • The user wants a 3D level → use asset-strategy directly; the orchestration for 3D scenes isn’t in this skill yet.
  • The user wants a playable prototype with mechanics already → mechanics aren’t in scope. This skill produces the visuals; the mechanic skills (e.g. design-mechanic) handle behavior.

Required up-front

Before starting, you need either:
  1. A reference image (URL or local file) the user provides, OR
  2. A vivid text description of the target scene from the user
If neither is offered, stop and ask. Don’t guess what a “japanese village scene” looks like — get the reference first.

Reliability map

Generation uses credits; confirm each batch with the user before you start. Share this map when it matters. Do not promise “ready to play in 10 minutes” if the user needs terrain auto-tiling.

A worked example

User shows you a screenshot of a Japanese village with multiple islands, water between them, buildings, characters, and a bottom palette UI:
  1. Vision pass identifies the scene as 2D isometric with: water terrain (large area), grass terrain (per island), buildings (5+ distinct), characters (2), UI palette + toolbar.
  2. Props pack with create-asset-sheet: 12 props at minimum (torii, sakura, lantern, pagoda, bridge, well, sign, banner, bucket, hay, fence, crate).
  3. Buildings pack: 5 distinct buildings (small house, barn, shop, pagoda, watchtower).
  4. Terrain: today, a single grass tile, a single water tile and edge placeholders. Wang-tile auto-tiling is not built.
  5. UI pack with create-asset-sheet and the theme “isometric voxel game UI: bottom palette, toolbar with Place/Erase/Pan/Save/Reset, asset category tabs, instruction panel.”
  6. For each UI slice that is a panel or button, use use-widget-asset to wire it as a NinePatchRect.
  7. Compose: TileMapLayer for terrain; Sprite2D placement matching the reference; Control nodes for the UI.
  8. Validate and hand off.
Expect about 30 minutes for the asset packs (in parallel) and another 15 for scene composition.

What this skill explicitly defers

  • 3D scene assembly. Out of scope; use asset-strategy directly until a 3D variant of this orchestrator exists.
  • Auto-tiling terrain. The pipeline node exists in the decision tree but the leaf skill that implements it is not built.
  • Animation orchestration. Per-character sprite-sheet is invoked manually; no auto-pairing of characters with their animation pipelines yet.
  • Gameplay code. Player movement, interactions, win conditions — those are level-design + gameplay-mechanics skills, not this one.

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.
  • character-portrait: Generate one polished character bust for dialogue UI, character select, lore cards or codex entries.
  • create-asset-sheet: Generate a pack of 2D assets from one prompt (tile sheet, UI kit, character pack, biome), sliced.
  • pixel-art: Generate pixel-art sprites, items, tiles and portraits at a set resolution with a limited palette.
  • sprite-sheet: Generate animated 2D character sprite sheets (walk, attack, idle, death) for AnimatedSprite2D.
  • tileable-texture: Generate a seamless tileable texture for walls, floors or terrain, wired as a StandardMaterial3D albedo.
  • use-widget-asset: Wire a widget slice from an asset pack (panel, button, bar, toggle) into NinePatchRect or TextureRect.
  • design-mechanic: Design one mechanic in detail (input, feedback, failure modes, tunables) as a doc plus a script stub.
  • design-level: Design one level (layout, pacing, encounters, secrets) as a design doc plus a node-tree skeleton.

Source: library/skills/scene-to-level/SKILL.md, rendered from summer-engine@4.3.0 on npm.