Help us improve
Share bugs, ideas, or general feedback.
From summer
Routes asset creation requests to the appropriate specialist skill based on media type (2D, 3D, audio, video, animation, VFX). Disambiguates via clarifying questions then dispatches to dedicated pipelines.
npx claudepluginhub summerengine/summer-engine-agent --plugin summerHow this skill is triggered — by the user, by Claude, or both
Slash command
/summer:asset-strategyThis skill is limited to the following tools:
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
Classify the user's request, ask at most one clarifying question, then dispatch to the right specialist via the `Skill` tool. Don't generate anything yourself — every media-type/asset-class combination has a dedicated specialist that owns the prompt patterns, polycount targets, gates, and fallbacks. Your job is the routing decision, not the work.
Acts as AI creative director for video production including product ads, short films, montages, TikTok e-commerce. Analyzes inputs, writes English prompts, generates assets, submits tasks.
Orchestrates AI video production workflow: gathers specs interactively, generates scripts/storyboards, Gemini TTS voiceovers, Lyria music, Veo 3.1 clips or image animations, assembles with FFmpeg.
Generates a coherent pack of 2D game assets from a single prompt: tile sheets, UI kits, character packs, or biome sets. Extracts, names, and classifies each asset into categories like character, terrain, or ui.
Share bugs, ideas, or general feedback.
Classify the user's request, ask at most one clarifying question, then dispatch to the right specialist via the Skill tool. Don't generate anything yourself — every media-type/asset-class combination has a dedicated specialist that owns the prompt patterns, polycount targets, gates, and fallbacks. Your job is the routing decision, not the work.
| Signal in user request | Continue at |
|---|---|
| image, art, concept, portrait, icon, sprite, texture, skybox, HUD | 2D table |
| model, mesh, 3D, prop, character, rigged, vehicle, tree, level kit | 3D table |
| sound, SFX, music, ambient, voice, VO | Audio table |
| cutscene, trailer, loop video, animated background | Video table |
| animation, idle, walk, attack, retarget, blend tree, IK, lipsync | Animation table |
| fire, muzzle flash, smoke, lightning, shake, hit-stop, particles | VFX table |
If the request spans rows ("a witch with idle and a fire spell"), classify the first asset and dispatch — the specialist hands off when it's done.
Ask the exact phrase before dispatching. Skipping the question is the most common routing mistake.
| Ambiguity | Disambiguation question (verbatim) | Routes |
|---|---|---|
| Concept art vs character portrait | "Quick check — exploring the look (3-4 variants for art direction) or generating a final character portrait for dialogue UI?" | summer:2d-assets/concept-art (exploring) / summer:2d-assets/character-portrait (final) |
| Prop vs character model | "Static object (sword, chair, lantern) or rigged character that needs animation?" | summer:3d-assets/prop-model / summer:3d-assets/character-model |
| Tile vs sprite sheet | "One seamless tile that repeats, or a frame grid for an animated sprite?" | summer:2d-assets/tileable-texture / summer:2d-assets/sprite-sheet |
| SFX vs music | "One-shot effect or a longer track (loop, theme, ambient bed)?" | summer:audio/sound-effect / summer:audio/music-track (or audio/ambient-bed) |
| Generate vs retarget motion | "Generate a new clip on this character, or apply an existing library to a new character?" | summer:animation/generate-motion / summer:animation/retarget |
| VFX recipe vs game-feel | "Particle/shader effect in the world or screen-feel (camera shake, hit-stop)?" | summer:visual-effects/recipes/<name> / summer:visual-effects/game-feel |
Invoke the specialist via the Skill tool. Don't paraphrase — let it run. Pass the user's original phrasing through.
| Request | Skill |
|---|---|
| Concept / mood board / variants | summer:2d-assets/concept-art |
| Polished portrait / NPC bust | summer:2d-assets/character-portrait |
| Pixel sprite / retro icon | summer:2d-assets/pixel-art |
| HUD / button / inventory frame | summer:2d-assets/ui-graphics |
| Wall / floor / seamless ground | summer:2d-assets/tileable-texture |
| Run cycle / spritesheet grid | summer:2d-assets/sprite-sheet |
| 360 sky / panoramic background | summer:2d-assets/skybox-panorama |
| Request | Skill |
|---|---|
| Sword / chair / barrel / static object | summer:3d-assets/prop-model |
| Player / NPC / enemy / boss / rigged humanoid | summer:3d-assets/character-model (canonical Meshy auto-rig) |
| Modular dungeon / building blocks | summer:3d-assets/environment-kit |
| Car / spaceship / hard-surface vehicle | summer:3d-assets/vehicle-model |
| Tree / rock / mushroom / foliage | summer:3d-assets/organic-model |
Polycount targets (hero 8k–15k, grunt 3k–6k, mobile 1k–3k, cinematic 20k–40k) live in each specialist.
| Request | Skill |
|---|---|
| Sword clash / footstep / UI click | summer:audio/sound-effect |
| Theme / level music / boss track | summer:audio/music-track |
| Forest ambience / cave drone | summer:audio/ambient-bed |
| NPC line / VO / spoken dialogue | summer:audio/voice-line |
| Music that reacts to combat | summer:audio/adaptive-music |
| What should this game sound like | summer:audio/audio-direction |
| Request | Skill |
|---|---|
| Idle / walk / run / attack — new clip | summer:animation/generate-motion |
| Apply library to a different character | summer:animation/retarget |
| Blend tree / state machine | summer:animation/animation-tree |
| Look-at / IK / foot placement | summer:animation/procedural-animation |
| Lipsync / facial blendshapes | summer:animation/facial-and-lipsync |
| Request | Skill |
|---|---|
| Intro cutscene / story sequence | summer:video/cinematic-cutscene |
| Steam trailer / marketing clip | summer:video/trailer-shot |
| Animated menu background / loop | summer:video/animated-loop |
VFX is code, not generative — recipes are shader + GDScript + node setup, not image generation.
| Request | Skill |
|---|---|
| Fire / torch / campfire | summer:visual-effects/recipes/fire |
| Muzzle flash / gunshot | summer:visual-effects/recipes/muzzle-flash |
| Water ripple / splash | summer:visual-effects/recipes/water-ripple |
| Lightning / electric arc | summer:visual-effects/recipes/lightning |
| Dissolve / disintegrate | summer:visual-effects/recipes/dissolve |
| Smoke / dust puff | summer:visual-effects/recipes/smoke |
| Hit spark / impact flash | summer:visual-effects/recipes/hit-spark |
| Magic glow / aura | summer:visual-effects/recipes/magic-glow |
| Camera shake / hit-stop | summer:visual-effects/game-feel |
summer:debug or summer:play.summer_get_asset, then summer_import_asset_by_id..glb / .wav from Sketchfab, Quaternius, AmbientCG) — call summer_import_from_url directly.summer:brainstorm-game first, then this router on each item.summer_generate_image call from here, stop and invoke the specialist.prop-model. Anything that needs animation always goes to summer:3d-assets/character-model.The router still works without MCP — classification is text-only. It hands off to the specialist, which surfaces its own no-MCP fallback (typically: run the equivalent generation via the Summer dashboard / Meshy / nano-banana web, then summer_import_from_url once MCP is back).