character-portrait

character-portrait is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 76 tokens per session (2,896 once invoked), scanned A, original, MIT.

A tool for creating one finished bust or shoulders-up image of a game character. It is intended for places such as dialogue boxes, character-selection screens, lore cards, and in-game encyclopedias.

In plain words
What is it for?
Use it to create a merchant portrait, party-member portrait, non-player character image, or other finalized character bust.
Why use it?
It keeps portraits in a cast visually consistent by reusing a fixed composition and visual direction, instead of producing unrelated-looking images for each character.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: positional $N argument; mentions Claude Code; mentions Codex.

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it to create a merchant portrait, party-member portrait, non-player character image, or other finalized character bust.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/character-portrait
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add SummerEngine/summer-engine-agent --skill character-portrait
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for character-portrait

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/character-portrait/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/character-portrait)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/character-portrait"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/character-portrait/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for character-portrait

Your own site · 80×15
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/character-portrait"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/character-portrait.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 76 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,896 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00076 $0.02896
Opus 5 $0.00038 $0.01448
Sonnet 5 $0.00015 $0.00579
Haiku 4.5 $0.00008 $0.00290

Measured 10d ago against content hash 93914ba22557, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

character-portrait scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/2d-assets/character-portrait/SKILL.md · 202 lines

How it starts

The opening of the file, as written. The whole thing — 202 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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 summer:2d-assets/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 summer:2d-assets/concept-art first, lock a direction, then come back here. The summer:asset-pipeline/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 → summer:2d-assets/concept-art.
  • The user wants pixel art → summer:2d-assets/pixel-art.
  • The user wants a full-body 3D model → summer:asset-pipeline/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):

Read the full file on GitHub · 202 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 202 lines · 76 tokens per session scan A 93914ba22557

Subscribe to this mod's changes

character-portrait is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 76 tokens to every session and 2,896 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other skills, from other repositories

artist-self-evolve

Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.

tettethu/VibeGame · 62 tokens

vibegame-edit

Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.

tettethu/VibeGame · 57 tokens

hearth-art

Give a Hearth game real art and sound — importing and slicing spritesheets, animations, procedural sprites and sounds, autonomous CC0 asset sourcing (Kenney, itch.io, OpenGameArt, Freesound, Google Fonts) with licensing rules, and pixel-art discipline (never stretch; read the art before using it). Use when the game…

echoo19/hearth · 89 tokens

asset-gen

Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.

htdt/godogen · 63 tokens

screenshot-isolated

Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body…

IvanMurzak/Unity-MCP · 78 tokens

screenshot-camera

Capture a screenshot from a Unity Camera and return it as a PNG image for direct LLM inspection. Falls back to Camera.main (then any active camera) when cameraRef is null. Width and height are capped to keep response size manageable.

IvanMurzak/Unity-MCP · 58 tokens