generic-image-generation-ruleslisted
Install: claude install-skill Yuki001/game-dev-skills
# Generic Image Generation Rules
Treat image generation as an asset-production pipeline, not a single prompt. Keep the active brief, prompts, and evaluation evidence in the model context while the task runs.
## Core loop
Run:
```text
PLAN → GENERATE → NORMALIZE/INSPECT → EVALUATE
→ ACCEPT OR EDIT/REGENERATE → RE-EVALUATE → OUTPUT
```
Do not generate before defining the deliverable contract and evaluation criteria. Do not deliver an uninspected asset.
## 1. Plan the asset contract
Maintain a concise working plan in the model context. Do not create plan, manifest, or log files unless the user explicitly asks for persistent records.
Resolve:
- in-game purpose and viewing distance;
- asset family: icon, prop, character, portrait, environment, tile, UI, VFX, sheet, or animation;
- SVG versus raster, canvas size, aspect ratio, color space, alpha or blend-mode requirement, and engine constraints;
- camera/projection, silhouette, pose, scale, lighting, palette, material, and style invariants;
- references and the role of each reference;
- animation timing, loop behavior, frame count, pivot, cell size, and sheet layout when applicable;
- batch/iteration budget and the acceptance rubric.
Separate **hard gates** from **quality criteria**. Define both before generation. Read:
- `references/backend-routing.md` to select and preflight generators/editors;
- `references/prompting.md` to compile native prompts or Danbooru tags;
- `references/game-asset-patterns.md` for asset-s