concept-art

concept-art is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 89 tokens per session (2,406 once invoked), scanned A, original, MIT.

A tool for exploring the visual direction of a game by creating three or four rough image variations of a character, environment, or object. The images are options for choosing a style, not finished game assets.

In plain words
What is it for?
Use it to explore different versions of a character, level, prop, mood board, color palette, or overall art style.
Why use it?
It helps when the look of a game is still undecided and gives the team concrete alternatives to compare before committing to one direction.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: 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 explore different versions of a character, level, prop, mood board, color palette, or overall art style.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/concept-art/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/concept-art)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/concept-art"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/concept-art/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 concept-art

Your own site · 80×15
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/concept-art"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/concept-art.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,406 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 $0.00089 $0.02406
Opus 5 $0.00044 $0.01203
Sonnet 5 $0.00018 $0.00481
Haiku 4.5 $0.00009 $0.00241

Measured 10d ago against content hash 343b270c7ed3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

concept-art 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/2d-assets/concept-art/SKILL.md · 154 lines

How it starts

The opening of the file, as written. The whole thing — 154 lines — stays where its author put it; the contents beside it link to each section on GitHub.

concept-art — Batch-of-Variants for Art Direction

This skill produces 3-4 rough concept images of the same subject under different stylistic interpretations. The goal is not the final asset — the goal is to give the user something visual to react to so they can lock a direction. Variants are deliberately divergent (different palette, mood, framing, era) so the user has real choices, not four near-identical takes.

If the user wants ONE polished image (a dialogue portrait, a hero card), this is the wrong skill — route to summer:2d-assets/character-portrait. The summer:asset-pipeline/asset-strategy meta-router uses the disambiguation phrase "Quick check — exploring the look (3-4 variants for art direction) or generating a final character portrait for dialogue UI?" to send users to one of the two. If you arrived here without that question being asked, ask it before generating.

When to use

  • "I'm not sure what this character should look like — give me some options."
  • "Show me 3-4 directions for the witch."
  • "I want a mood board for the swamp level."
  • Early-project art direction, before the GameSoul.md visual style is locked.
  • The user describes a vibe ("dark fantasy", "Ghibli-esque", "Mobius") and wants to see it rendered.

When NOT to use

  • The user wants a single locked portrait for a dialogue UI → summer:2d-assets/character-portrait.
  • The user wants pixel art specifically → summer:2d-assets/pixel-art.
  • The user wants a UI icon or HUD element → summer:2d-assets/ui-graphics.
  • The user wants a tileable wall/floor texture → summer:2d-assets/tileable-texture.
  • The user wants an image-to-3D reference → summer:asset-pipeline/asset-strategy (the 3D pipeline has its own prompt suffix).

Steps

1. Confirm exploration vs final

Before generating, ask once:

Quick check — exploring the look (3-4 variants for art direction) or generating a final character portrait for dialogue UI?

If "final" → hand off to summer:2d-assets/character-portrait. If "explore" → continue.

Read the full file on GitHub · 154 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 · 154 lines · 89 tokens per session scan A 343b270c7ed3

Subscribe to this mod's changes

concept-art is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 89 tokens to every session and 2,406 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.

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