Character Portrait logo

Character Portrait

Organization
SummerEngine
character-portrait

Generate one polished character bust for dialogue UI, character select, lore cards or codex entries.

Overview

PublisherSummerEngine
Repositorysummer
Skill namecharacter-portrait
Stars
91
Forks
8
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by SummerEngine on GitHub. Read the source before you install it.

Installation

Install the Character Portrait AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/SummerEngine/summer/tree/main/library/skills/character-portrait
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/SummerEngine/summer.git /tmp/summer
mkdir -p .claude/skills
cp -r /tmp/summer/library/skills/character-portrait .claude/skills/character-portrait
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Character Portrait in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Character Portrait on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Character Portrait is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

character-portrait — Locked Bust for Dialogue UI

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.

Read .summer/portrait-anchor.md

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:

## Portrait anchor (re-use verbatim for every cast member)

framing: bust, shoulders to crown of head visible
angle: three-quarter view, slight turn to character's left
lighting: soft warm key from upper right, cool fill from left, gentle rim
background: muted painterly gradient, dark teal to deep brown, no scene detail
style: semi-realistic painterly, soft edges, oil-painting feel

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

assets.search({ query: "<character name> portrait", assetType: "2d_image", scope: "all" })

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:

<character description>. <anchor framing/angle/lighting/background/style>

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?

assets.generate_image({
  prompt: "Aria, young witch, mid-twenties, pale skin, long black hair with silver streak, sharp green eyes, half-smile, wearing dark indigo robes with silver embroidery, raven on shoulder. <anchor verbatim>",
  model: "nano-banana-2",
  style: "none",
  aspectRatio: "<the cast's framing>"
})

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

summer_import_from_url(
  url="<fileUrl from generation>",
  path="res://ui/portraits/aria.png"
)

For dialogue UI nodes, wire the texture into a TextureRect:

summer_set_prop(
  scenePath="res://ui/dialogue.tscn",
  path="./DialogueBox/PortraitRect",
  key="texture",
  value="res://ui/portraits/aria.png"
)

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.

assets.generate_image({
  prompt: "<original prompt> with a smaller, more subtle smile",
  referenceImageUrl: "<previous fileUrl>",
  model: "nano-banana-2",
  style: "none"
})

Prompt patterns

GoalPrompt skeleton (subject part only — append anchor verbatim)Why
Generic NPC<name>, <age> <build>, <hair>, <eyes>, <expression>, wearing <costume>Identity-first; no scene context
Hero / protagonist<name>, <age> <build>, <hair>, <distinctive feature>, confident <expression>, wearing <signature outfit>, holding <signature prop>Adds prop for memorability
Antagonist<name>, <imposing detail>, <unsettling expression>, wearing <costume with menacing detail>, <signature scar/mark>Antagonists need visual asymmetry
Lore card / king<name>, <age>, regal <expression>, wearing <ornate detail>, <crown/insignia>, formal portrait poseFormal pose overrides anchor's three-quarter
Expression variant<previous prompt> with <new expression: angry / surprised / sad / laughing> + referenceImageUrl: <base portrait>img2img preserves identity
Younger / older variant<character> as a <child / elder> + referenceImageUrl: <base>For flashback / time-skip portraits

Bad prompts (and why)

BadFailure mode
cool warrior portraitNo identity, no anchor. Returns generic stock art.
the witch but make her sad (no img2img ref)Without referenceImageUrl, you get a different witch who is sad. Identity drift.
Anchor inconsistent across castEach portrait looks like a different game. The cast doesn't read as a cast.
full body portrait"Portrait" implies bust. If you want full body, say so explicitly in the prompt and use a tall aspectRatio (2:3) — full body is a different asset class anyway; consider concept-art or the 3D pipeline.
transparent background for a painterly portraitPainterly + transparent fails on most models. Use a flat or gradient background, then alpha-cut in an editor if you must.

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:

assets.generate_image({ prompt: "<character + anchor>", model: "nano-banana-2", style: "none" })

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.

In this skillCommand
assets.generate_image, summer_assets_generate_imagesummer assets generate-image
summer_assets_searchsummer assets search
summer_docs_readsummer docs read
summer_import_from_urlsummer engine import-from-url
summer_set_propsummer engine set-prop
summer_set_resource_propertysummer engine set-resource-property

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Character Portrait AI skill do?

Generate one polished character bust for dialogue UI, character select, lore cards or codex entries.

Why use Character Portrait on TypingMind?

Because you install it once and use it with any model. Character Portrait is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Character Portrait in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SummerEngine/summer/tree/main/library/skills/character-portrait. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Character Portrait?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Character Portrait?

As many as you like. As long as a model supports skills, you can use Character Portrait with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Character Portrait AI skill free?

Yes. It is published on GitHub by SummerEngine under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇