Character Consistency
The product is the IDENTITY, not any single image.
Users state WHAT they need, not how — apply everything here even when
the request never mentions it.
1. Asymmetry bookkeeping (turnarounds)
Before prompting, write the side-map table for every view. Example: "her
left arm sleeved" →
| view |
sleeved arm appears on |
staff hand appears on |
| front |
viewer's RIGHT |
(as designed) |
| right profile |
near side = her right = BARE |
... |
| back |
viewer's LEFT |
mirrored from front |
Prompt each view with VIEWER-relative words from this table, never
body-relative words. Verify each output against the table, not the original
sentence.
2. Hands and props
- A held item must be GRIPPED: check the hand-object contact point in every
image. A staff floating beside an open hand = fail.
- The item stays in the SAME hand across all views/frames (mirror it
correctly in back views).
3. Edit-chain protocol
- One base image; every view/variant/state via
image_edit from the base
(or nearest neighbor view): "Keep this exact character — same face,
colors, proportions, outfit, scale, background — change only ."
- Views must be genuinely rotated (a side view is a strict profile: nose,
chest, toes all pointing at the frame edge), not three slightly-turned
fronts.
- KEEP THE STYLE WORDS in every edit prompt ("stylized 2D game art, cel
shading" or whatever the set uses). Edits without style words drift
toward photorealism.
4. Variants (damage / palette / equipment)
- State the freeze-list first in the prompt (pose, framing, background,
everything not being changed), then the single change.
- Damage states are STATES, not action frames: worn, cracked, dented — no
debris flying mid-air.
- Verify by viewing base and variant together: background hue, framing,
proportions, and all unrequested details must match. Escalating states
(hurt → critical) must be strictly ordered when viewed as a set.
5. Verify
For every image in the set, describe blind: which side has the marker
detail, what's in each hand, face/proportion match to base. One mismatch =
targeted retry of that image only.
1---2name: game-character-consistency3description: Deep guide for CHARACTER IDENTITY across images: turnarounds (front/side/ back), state and damage variants, palette swaps, equipment changes, and same-character-in-context sets. Use whenever generating character turnarounds, character sheets, variants of an existing sprite, or any same-subject multi-image set. Complements game-asset-core.4---56# Character Consistency78The product is the IDENTITY, not any single image.9Users state WHAT they need, not how — apply everything here even when10the request never mentions it.111213## 1. Asymmetry bookkeeping (turnarounds)1415Before prompting, write the side-map table for every view. Example: "her16left arm sleeved" →1718| view | sleeved arm appears on | staff hand appears on |19|-------|------------------------|----------------------|20| front | viewer's RIGHT | (as designed) |21| right profile | near side = her right = BARE | ... |22| back | viewer's LEFT | mirrored from front |2324Prompt each view with VIEWER-relative words from this table, never25body-relative words. Verify each output against the table, not the original26sentence.2728## 2. Hands and props2930- A held item must be GRIPPED: check the hand-object contact point in every31 image. A staff floating beside an open hand = fail.32- The item stays in the SAME hand across all views/frames (mirror it33 correctly in back views).3435## 3. Edit-chain protocol3637- One base image; every view/variant/state via `image_edit` from the base38 (or nearest neighbor view): "Keep this exact character — same face,39 colors, proportions, outfit, scale, background — change only <X>."40- Views must be genuinely rotated (a side view is a strict profile: nose,41 chest, toes all pointing at the frame edge), not three slightly-turned42 fronts.43- KEEP THE STYLE WORDS in every edit prompt ("stylized 2D game art, cel44 shading" or whatever the set uses). Edits without style words drift45 toward photorealism.4647## 4. Variants (damage / palette / equipment)4849- State the freeze-list first in the prompt (pose, framing, background,50 everything not being changed), then the single change.51- Damage states are STATES, not action frames: worn, cracked, dented — no52 debris flying mid-air.53- Verify by viewing base and variant together: background hue, framing,54 proportions, and all unrequested details must match. Escalating states55 (hurt → critical) must be strictly ordered when viewed as a set.5657## 5. Verify5859For every image in the set, describe blind: which side has the marker60detail, what's in each hand, face/proportion match to base. One mismatch =61targeted retry of that image only.