# Game Character Consistency

> 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.

- Skill: `deedlefake/game-character-consistency` (Agent Skill)
- Install (CLI): `npx skillmds@latest add deedlefake/game-character-consistency`
- Raw SKILL.md: https://api.skillmd.com/api/skills/deedlefake/game-character-consistency/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: deedlefake (https://skillmd.com/u/deedlefake)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/deedlefake/game-character-consistency

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# 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 <X>."
- 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.

