atelier-draft

Generates and self-critiques multiple asset candidate Docs in atelier/ for game asset slots.

Updated Jul 20, 2026
One-click install
npx skills add https://github.com/ababup1192/flix_ge_studio --skill atelier-draft-ababup1192
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: atelier-draft
Source: https://github.com/ababup1192/flix_ge_studio/tree/main/.agents/skills/atelier-draft
Command: npx skills add https://github.com/ababup1192/flix_ge_studio --skill atelier-draft-ababup1192

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? When tuning a game's look or sound, you often only have a vague direction like "warmer colors" or "shorter, sharper sound" and no safe way to compare options without overwriting live assets. This Skill drafts several candidate Docs in a sandboxed atelier/ directory, renders them headlessly, and reports a self-critique so a human can pick the winner without risking the production assets/ folder. ## Core Features & Use Cases - Sandboxed candidate drafting: Writes N candidate Docs to atelier/ with slot-compatible entityId and version, never touching assets/. - Headless rendering and review: Renders candidates via make targets (render, gallery-prologue, gallery-sounds) and inspects contact sheets, waveforms, and spectrograms in debug/. - Structured self-critique: Reports each candidate's intent, fit to the stated direction, harmony with existing assets, and a recommended pick with reasoning, leaving promotion to human judgment. - Use Case: You want a warmer color theme for a character. The Skill reads the slot's schema, writes three variants (a/b/c) to atelier/, renders them, critiques each against the direction, and recommends one for you to approve. ## Quick Start Ask the agent to draft three warmer-color candidates for the character theme slot and report which one fits best.

Frequently Asked Questions about atelier-draft

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create multiple asset candidates before replacing a game asset?▼

Provide the asset slot (a Doc entityId or assets/ path), the number of variants, and a direction such as warmer colors. The Skill writes candidates to atelier/ with matching entityId, renders them headlessly, and reports a critique so you can choose one.

How do I preview game asset changes without overwriting live assets?▼

Candidates are written only to the atelier/ directory, never to assets/. If a candidate must be temporarily placed in the slot for rendering, it is restored afterward, so production assets stay intact.

What file format do the asset candidates use?▼

Candidates are Doc files named <name>.a.<kind>.json, .b, .c, and so on. They follow the slot's <kind>.schema.json and reuse the slot's entityId and version so they remain slot-compatible.

Does the Skill automatically promote a candidate into assets/?▼

No. The Skill only drafts, renders, and critiques candidates, then recommends a preferred option with reasoning. Promotion (swapping into assets/) is always left to human judgment.

What kinds of assets can be compared with this workflow?▼

Both visual and audio assets are supported. Visual candidates are reviewed via contact sheets like debug/all.png, while sounds and music are reviewed through waveform and spectrogram images such as sounds.png and music.png.