layer-art-direction
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ChineseLayer Art Direction
Layer 美术指导
Overview
概述
Most failed generation sessions are failed briefs. The user has a look in their head, the prompt
carries a fraction of it, and the fix gets attempted through rerolls that cost Creative Units and
converge on nothing. Direction is the cheap step that makes the expensive steps land.
Use this before volume generation, not instead of it. One or two cheap runs to agree a direction,
then everything else built on the approved result. Generation mechanics are in the skill and
prompt craft is in .
layerlayer-imageIf a sibling skill named here is missing from your available skills, ask the user to install it
(); unattended, proceed from tool schemas and flag the
gap.
npx skills add layerai/skills --skill <name>大多数失败的生成会话,根源都是失败的简报。用户脑中有一个视觉构想,提示词只承载了其中一小部分;人们往往会尝试通过反复重抽来修正,但这会消耗 Creative Units,最终却无法收敛。确定方向是成本很低的一步,却能让后续高成本步骤准确落地。
在进行批量生成之前使用本 skill,而不是用它取代批量生成。先通过一两次低成本运行来达成方向共识,然后在已获批准的结果之上构建其他所有内容。生成机制见 skill,提示词技巧见 。
layerlayer-image如果这里提到的某个同级 skill 不在你可用的 skills 中,请让用户安装它();在无人值守模式下,则根据 tool schema 继续执行,并标记这一缺口。
npx skills add layerai/skills --skill <name>Name the style in production terms
用生产术语命名风格
Vague style words are the single largest source of drift. Translate the user's word into terms a
model can act on, and say the translation out loud so they can correct it.
"Stylised" is not a style. "Hand-painted with visible brush texture, soft edges, warm mid-tones, no
hard outlines" is. "Realistic" splits into photoreal, semi-realism, and stylised PBR, which look
nothing alike. "Cartoon" spans flat mid-century graphic shapes, thick-outlined modern TV animation,
and rubber-hose. "Retro" is meaningless without a decade.
Anchor an era with its concrete markers rather than its name: the colour combinations, materials,
typography, technology, and shape language of that decade. A prompt that says "1980s" gets a pastiche;
one that says "matte plastic, saturated primaries against beige, chunky rounded shapes, CRT glow"
gets the decade.
模糊的风格词是视觉偏移的最大单一来源。将用户使用的词转换为模型能够执行的术语,并明确复述这种转换,让用户能够纠正。
“风格化”不是一种风格。“手绘,带有可见笔触纹理、柔和边缘、暖色中间调且没有硬轮廓”才是。“写实”可细分为 photoreal、semi-realism 和 stylised PBR,它们的视觉表现截然不同。“卡通”涵盖扁平的中世纪图形造型、带粗轮廓的现代电视动画,以及 rubber-hose 风格。“复古”若不注明年代就没有意义。
要用具体标志来锚定一个年代,而不要只说出它的名称:那个年代的色彩组合、材质、字体排印、技术和造型语言。只写“20 世纪 80 年代”的提示词会得到风格拼贴;写明“哑光塑料、米色背景上的高饱和原色、粗壮圆润的造型、CRT 辉光”,才能真正呈现那个年代。
Moodboards
情绪板
A moodboard explores one concept across several directions in one image, for sign-off before
committing. Its value is the axis of variation, so state it: "the same hero prop rendered four
ways, from flat vector to painterly realism" is a moodboard. Four unrelated images are not.
Vary one axis at a time. A board that changes style, subject, and palette together cannot tell you
which change the user responded to, which is the entire point of making one.
Present the options and ask which direction to pursue. Then anchor everything after it to the chosen
one with , or train it if the project will run for months ().
reference_imagelayer-reference-sets情绪板在一张图片中围绕同一概念探索多个方向,以便在最终投入前完成确认。它的价值在于变化轴,因此要明确说明变化轴:“同一个主角道具以四种方式呈现,从扁平矢量到绘画式写实”,这才是一张情绪板。四张彼此无关的图片则不是。
每次只改变一个轴。如果一张情绪板同时改变风格、主体和配色,你就无法判断用户究竟对哪项变化作出了反应,而这正是制作情绪板的核心目的。
展示这些选项,并询问用户希望继续哪个方向。随后使用 将其他所有内容锚定到选定方向;如果项目将持续数月,则对参考集进行训练()。
reference_imagelayer-reference-setsColour
色彩
Constrain rather than describe. A named count and relationship does more than an adjective:
"three hues, muted teal and rust with a single warm accent" beats "vibrant colours".
Two game-specific rules survive every style. Readability first: gameplay-critical elements need value
contrast against their background, not just hue contrast, because hue alone fails for colourblind
players and at small sizes. And where colour carries meaning, such as a rarity ladder or a team
identity, it must stay consistent across every asset, which makes it a direction decision rather than
a per-prompt one.
要对色彩加以约束,而不只是描述。明确的颜色数量和关系比形容词更有效:“三种色相、低饱和度的青绿与铁锈红,再加一个暖色强调色”,胜过“鲜艳的色彩”。
有两条游戏专用规则,无论采用何种风格都应坚持。首先是可读性:影响玩法的关键元素需要与背景形成明度对比,而不只是色相对比,因为仅靠色相在色觉障碍玩家和小尺寸显示中都会失效。其次,当颜色承载含义时,例如稀有度等级体系或队伍身份标识,它必须在所有素材中保持一致。因此,这是方向层面的决定,而不是每个提示词单独决定的事项。
Framing
取景
Shot grammar is meaning, not decoration. Camera height reads as power: below the subject makes it
imposing, above makes it vulnerable, level makes it neutral. Distance reads as intimacy. Lens
compression reads as realism or spectacle.
Say the shot in the prompt, every time. "Three-quarter view from slightly below, medium-wide" is a
decision; an unstated camera is the model's decision, and it will pick the average one.
镜头语法承载意义,而不只是装饰。相机高度会传达权力感:低于主体拍摄会使其显得压迫,高于主体拍摄会使其显得脆弱,平视则显得中立。拍摄距离传达亲疏感。镜头压缩感会营造写实感或奇观感。
每次都要在提示词中写明镜头。“略微仰拍的四分之三视角,中远景”是一个明确决定;没有说明的相机会由模型决定,而它只会选择最普通的那一种。
Storyboards
故事板
A storyboard is one beat per panel. The most common defect is panels that are pretty but do not
advance anything, so write the beats as a list first and check each one changes the situation.
Two ways to produce them, and the choice matters. N panels in one image keeps a consistent look
and is right for a quick read of a sequence, six or fewer beats. N separate images gives control
over each frame and is right when panels will become shots, since each becomes the of
its clip. Plan for the second when the board is heading for .
first_framelayer-video故事板每格对应一个叙事节拍。最常见的缺陷是画格虽然漂亮,却没有推动任何内容,因此应先把节拍写成清单,并检查每一个节拍是否改变了情境。
有两种制作方式,选择很重要。一张图中的 N 个画格能保持视觉一致,适合快速理解包含六个或更少节拍的连续内容。N 张独立图片能逐帧控制,适合画格将成为实际镜头的情况,因为每个画格都会成为其片段的 。如果故事板接下来要进入 ,应按第二种方式规划。
first_framelayer-videoWorked example
实例
"We want a trailer for our game but we are not sure of the look."
- Translate the brief. Ask what the game's tone is and turn their answer into production terms, reading the translation back for correction.
- One moodboard run: one prompt, four directions along a single axis (rendering style), same subject, same palette. Cheap, under the gate.
- They pick one. That image is now the anchor.
- Write the beats as a list, confirm each advances the story, then storyboard as separate images,
each attaching the anchor as .
reference_image - Approve the panels, then animate each as (
image_to_video) and assemble withlayer-video.layer-video-timeline
“我们想为游戏制作一支预告片,但还不确定视觉风格。”
- 转化简报。询问游戏的基调,将回答转化为生产术语,并把转换结果复述给用户,以便确认和纠正。
- 运行一次情绪板生成:用一个提示词沿单一轴(渲染风格)给出四个方向,同时保持相同的主体和配色。成本低,不触及 gate 阈值。
- 用户选定一个方向。该图片现在成为锚点。
- 将节拍写成清单,确认每个节拍都能推动故事,然后以独立图片制作故事板,并为每张图附加锚点图片作为 。
reference_image - 批准画格后,将每个画格通过 (
image_to_video)制作成动画,再使用layer-video合成。layer-video-timeline
Common mistakes
常见错误
- Generating at volume before a direction is agreed.
- Passing a vague style word through to the prompt untranslated.
- Varying several axes at once in a moodboard.
- Naming a decade instead of its concrete markers.
- Relying on hue contrast alone for gameplay-critical readability.
- Leaving the camera unstated.
- Storyboarding panels that look good but advance nothing.
- Putting panels in one image when each is destined to become a video shot.
- 在方向确定前就进行批量生成。
- 未经转换,直接把模糊的风格词传入提示词。
- 在情绪板中同时改变多个轴。
- 只说出年代,而不是它的具体标志。
- 仅依赖色相对比来保证对玩法关键元素的可读性。
- 不说明镜头设置。
- 制作看起来不错却没有推动任何内容的故事板画格。
- 当每个画格都将成为视频镜头时,却把所有画格放在一张图片中。