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Found 24 Skills
Generate character design drawings that serve the narrative and core essence of characters, adopting a 16:9 horizontal three-view mode. It is anti-template and anti-cliché, enabling characters to have memorable points and high recognition.
Structure stories around protagonists who refuse to acknowledge what they're becoming. Use when exploring self-deception, moral transformation, or the gap between self-perception and reality.
Transform predictable story elements into fresh, original versions. Use when something feels generic, when feedback says "I've seen this before," when elements orbit the protagonist too conveniently, or when you want to make a familiar trope feel new. Applies the 8-step CTF process and Orthogonality Principle.
Diagnose branching narrative problems. Use when choices feel meaningless, when branching is unmanageable, when player agency conflicts with authored story, or when interactive elements break narrative flow.
Analyze character relationships in stories, identify their types, characteristics, and developmental changes. Suitable for deeply understanding character relationship networks, analyzing the role of relationships in driving the plot, and providing relationship support for plot design
Create worldbuilding quotes and epigraphs through documentary perspectives. Use for chapter epigraphs, in-world documents, or any content where limited perspective creates meaning through what the documenter cannot see.
Narrative-first slide deck creation. Guides users through structured narrative design (ABCDEFG model), then delegates visual generation to baoyu-slide-deck. Triggers on "create slides", "make a presentation", "generate deck", "slide deck", "PPT", or when user needs to turn content into visual slides.
Use when animation needs to convey feeling, tell a story, or connect emotionally—character moments, dramatic beats, or any motion that should make the audience care.
Generate stories where ordinary people become crucial through their structural position in systems. Use when you want protagonists who aren't chosen ones but accidental pivots, when mundane jobs should reveal conspiracies, or when you need structurally inevitable involvement rather than coincidence.
Design game experiences, systems, and levels. Consolidate the selected concept into a single GAME_DESIGN document that defines the player promise, core loop, world responses, essential systems, level pacing, feedback, failure states, and a fully playable prototype. This applies to designing game worlds, deepening gameplay and level design, creating game design documents, and designing branching story structures, scenes, dialogue, and narrative consequences.
Design or evaluate game story, world, characters, spaces, presence, aesthetics, and indirect control. Use when adding narrative, quests, levels, environments, character arcs, worldbuilding, environmental storytelling, or emotional context to gameplay.
Art direction for visual novel, interactive movie, walking simulator, and story-driven presentation spaces in Blender.