scenario-brand-kit

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Scenario Brand Kit

Scenario 品牌套件

Overview

概述

An identity is decided, then rendered. Palette and typography are choices written into a spec before any run; the logo is generated once as a real vector and reused everywhere; every application references the approved mark instead of re-imagining it. Connection and the core loop: see the
scenario
skill. Finding the direction when nothing is decided:
scenario-inspiration
. Image runs and reference wiring:
scenario-image
. Exact taglines and CTAs on applications:
scenario-text-overlay
. Per-placement sizes:
scenario-formats
. Gating contract:
scenario-asset-analysis
. If a sibling skill named here is missing from your available skills, ask the user to install it (
npx skills add scenario-labs/skills --skill <name>
); unattended, proceed from tool schemas and flag the gap.
品牌识别先确定,再渲染。调色板和排版需在任何运行前写入规范;Logo仅生成一次真实矢量格式,即可在所有场景复用;所有品牌应用均引用已获批的标识,而非重新设计。关联与核心流程:参见
scenario
skill。尚无方向时的定位参考:
scenario-inspiration
。图片生成与参考关联:
scenario-image
。品牌应用上的精准标语和行动号召:
scenario-text-overlay
。各投放位置尺寸:
scenario-formats
。校验规则:
scenario-asset-analysis
。如果此处提到的关联skill不在你的可用skill列表中,请让用户安装(命令:
npx skills add scenario-labs/skills --skill <name>
);无人值守模式下,基于工具schema继续操作并标记缺失项。

Quick reference

快速参考

NeedRoute
The specWritten first, by you with the user, before any generation: contents under The spec sheet
Logo, native
recommend
capability="txt2img"
, the prompt demanding a real editable SVG and not a raster: that clause, not the capability, is what surfaces the vector generator; skip a style member ranked first (it refuses a run without style inputs, see Icon strip) for the plain SVG sibling, found by
search
on the same name
Logo, tracedAn existing raster mark:
recommend
capability="img2img"
, the prompt saying trace to editable SVG, do not regenerate
Gate
asset_analyze
the mark with the spec via
text_inputs
; a drifted wordmark is re-run, never patched
Variants
asset_get
the mark, save its
url
(
curl -L
) for the stored SVG, recolor locally,
upload_asset
each variant
Applications
recommend
with
capability="img2img"
, approved mark as reference, spec hex values in the prompt, one placement per run
Icon stripThe vector generator's style members (
search
,
filters={"tags": ["style-consistency", "svg"]}
; its plain SVG members expose no image field): raster renders of the mark (
asset_download
with
format
png
returns a raster of the stored SVG) as
styleReferenceImages
on the first icon, then that job's
style_id
(
job_get
,
verbose=true
, output metadata) as
styleId
on the rest, never both
The board
model_scenario-compose-image
(first-party compositor, id fixed): mark, swatches, specimen, applications as positioned layers, labels via
scenario-text-overlay
File the kit
collection_create
before the first run,
collection_add_assets
each keeper as it lands,
asset_update
for each one's role and rule
需求实现路径
规范需在所有生成工作开始前,由你与用户共同编写,内容参考「规范表」章节
原生Logo
recommend
capability="txt2img"
,prompt中要求生成真实可编辑的SVG而非栅格图:正是这个要求(而非能力参数)会调用矢量生成器;跳过排名第一的style成员(它在无样式输入时会拒绝运行,参见「图标条」部分),选择纯SVG的同类能力,可通过
search
搜索相同名称找到
描摹Logo针对现有栅格标识:
recommend
capability="img2img"
,prompt中说明需描摹为可编辑SVG,不得重新生成
校验通过
text_inputs
将规范传入
asset_analyze
对标识进行校验;字标出现偏移时需重新运行,绝不可直接修补
变体调用
asset_get
获取标识,用
curl -L
保存其
url
对应的存储SVG文件,在本地修改颜色,再通过
upload_asset
上传每个变体
品牌应用调用
recommend
并设置
capability="img2img"
,以获批标识为参考,prompt中包含规范的hex色值,每次运行生成一个投放场景的内容
图标条矢量生成器的style成员(
search
,
filters={"tags": ["style-consistency", "svg"]}
;其纯SVG成员不提供图片字段):将标识的栅格渲染图(调用
asset_download
并设置
format
png
,可返回存储SVG的栅格版本)作为第一个图标的
styleReferenceImages
,再将该任务的
style_id
(通过
job_get
,
verbose=true
获取输出元数据)作为其余图标的
styleId
,二者不可同时使用
品牌看板
model_scenario-compose-image
(官方合成工具,ID固定):将标识、色卡、字体样本、应用素材作为定位图层,通过
scenario-text-overlay
添加标签
套件归档在首次运行前调用
collection_create
创建集合,每生成一个可用素材就调用
collection_add_assets
添加,再通过
asset_update
标注每个素材的作用和使用规则

The spec sheet

规范表

One short document anchors every run and every gate: four to six hex values, each with a role (primary, ink, paper, accent), the accent recurring on every asset because a second accent reads as none; two type families with weights and their jobs (display, body); one voice line, short and specific rather than a slogan; the logo's clear space and minimum size; three "never" rules (never stretch, never recolor outside the palette, never set the wordmark in another face). Prompts name hex values from it verbatim, and every gate hands its full text to
asset_analyze
through
text_inputs
(a paraphrase drops exact spelling and hex roles). Type comes from families the destination can load (widely available or licensed): a generated "font" is a picture of one, so real text is set by
scenario-text-overlay
in the spec's family. The wordmark is the exception: it is drawn once into the mark, gated letter by letter, and reused as artwork from then on.
一份简短的文档是所有生成和校验的锚点:包含4到6个hex色值,每个色值对应一个角色(主色、墨色、底色、强调色),强调色需在所有资产中重复出现,因为第二个强调色会等同于没有强调色;两种字重的字体家族及其用途(展示字体、正文字体);一句简短明确的品牌调性描述,而非口号;Logo的留白区域和最小尺寸;三条「禁止」规则(禁止拉伸、禁止使用调色板外的颜色、禁止用其他字体设置字标)。Prompt中需逐字引用规范里的hex色值,每次校验都要将完整规范文本通过
text_inputs
传给
asset_analyze
(转述会丢失准确拼写和色值角色定义)。字体需使用目标平台可加载的家族(广泛可用或已授权):生成的「字体」只是图片,因此真实文本需通过
scenario-text-overlay
使用规范中的字体家族设置。字标是个例外:它会被一次性绘制到标识中,逐字校验后,此后作为设计原图复用。

Worked example: an identity for a new game studio

实操示例:为新游戏工作室打造品牌识别

  1. Spec first. Name the category, the audience, the promise and the core metaphor before anything is written down, since step 2's mark comes out of that metaphor. The brief names a mood;
    scenario-inspiration
    turns it into a chosen direction when it names nothing. Write palette, type, and rules down before any generation and confirm with the user (unattended: take the brief's constraints, decide the rest, mark it provisional). Create this run's collection before the first generation (
    collection_create
    , catalog write lane,
    name
    only), then
    collection_add_assets
    each keeper as it lands; its returned
    itemCount
    is the receipt.
  2. Mark:
    recommend
    with
    capability="txt2img"
    and a prompt demanding a real editable SVG and not a raster;
    model_schema_get
    the pick. Prompt one idea about what the studio makes, reduced until it still reads in one color at favicon size: flat closed geometry, few colors, the spec's hex values, the studio name for the wordmark. Say what to avoid or the model reaches for its defaults (gradient mesh, sparkles, an unmotivated bolt, a globe). A pick that rejects a schema-conformant call is spent: take the next option rather than debugging it, since a schema can mark a field optional that the model requires. Three candidates, each on a different construction method and combining no more than two of them, so the set spans an axis rather than reseeding one idea: monogram fused with the metaphor, the product's verb as a symbol, two ideas reduced to one, negative space carrying a second reading, geometry on a stated grid. Pass
    priority="cost"
    on this round, since two of the three are discarded and
    recommend
    otherwise defaults to the quality pick. One
    model_run
    per candidate,
    jobs_wait
    ,
    asset_display
    , and let the user pick (unattended: gate all, keep the best pass).
  3. Gate the pick with
    asset_analyze
    (write lane, contract in
    scenario-asset-analysis
    ), the spec via
    text_inputs
    : name read letter by letter, geometry closed and centered, no resemblance to an existing mark. It gates the render, not the file (
    scenario-asset-analysis
    ), so the palette check is a local parse of the SVG's fills. Fail means re-run with the prompt tightened (
    jobs_wait
    the new job before re-gating), never an edit of the drifted output.
  4. Variants:
    asset_get
    the winning mark and save its
    url
    with
    curl -L
    , which serves the stored SVG verbatim (
    asset_download
    converts to raster,
    format
    defaulting to
    png
    ). Recolor fills to make mono, reversed, and paper-background variants;
    upload_asset
    each (
    kind
    image
    ). One mark, colorways as data.
  5. Applications:
    recommend
    with
    capability="img2img"
    , skipping a pick whose
    when_general_better
    or
    caveats
    name the placement at hand; wire the approved mark as reference exactly as the schema says (an array only under
    array: true
    ; a pick whose schema has no image field cannot hold the mark, so take the next option). One
    model_run
    per placement (avatar, banner, printed card or badge), each prompt subordinating the scene to the mark and barring lettering or fake UI from the frame (a plate shows the mark in place, not the product working): "the exact logo from the reference, unaltered, centered on...".
    jobs_wait
    the runs, then gate each against the spec; text the gate cannot resolve at output size is unverified, not passed (upscale and re-gate, or flag it), and a scene that mangled the mark goes back through the same
    img2img
    call, the prompt naming the defect with the approved mark as ground truth.
  6. Exact text (tagline, handle, URL) is composited by
    scenario-text-overlay
    in the spec's type, never prompted into the plate. Placement sizes derive per
    scenario-formats
    .
  7. Board: the kit is judged as one picture.
    model_scenario-compose-image
    takes the mark, palette swatches, a type specimen, the voice line set large, an image-direction plate (one more run), an icon and badge strip and two applications as layers placed by
    x
    ,
    y
    ,
    anchor
    and
    zIndex
    on a
    canvasMode: "custom"
    canvas, plus a construction panel drawn locally from the master SVG, never generated (a generated diagram shows geometry the mark does not have), panel labels rendered by
    scenario-text-overlay
    (layer fields and traps:
    scenario-video-assembly
    ). Give every layer an explicit
    width
    and
    height
    , the mark's larger than any other, each with
    fit: "contain"
    : empty is documented as native size and is not reliable, and setting both dimensions activates the default
    fill
    , which stretches and breaks the spec's own never-stretch rule. Size the canvas for the smallest caption rather than for a screen (it takes up to 7680x4320, and a 1920x1080 board left palette captions near ten pixels tall), and render each layer from the master SVG at the pixel size that layer occupies instead of reusing one raster everywhere: the vector master exists so that no layer is ever upscaled.
    upload_asset
    each render before composing, since a layer
    source
    takes an asset, not a local file.
  8. The collection, filled as the run went, is the kit: the SVG master, every variant, every application, the board. Write each asset's role and rule into its
    asset_update
    description, and deliver the spec sheet as the kit's usage page.
  1. 先做规范。在写下任何内容前,先确定品类、受众、品牌承诺和核心隐喻,因为第二步的标识就源于这个隐喻。需求文档会定义风格基调;如果没有明确方向,可使用
    scenario-inspiration
    生成选定方向。在任何生成工作前,先编写调色板、字体和规则,并与用户确认(无人值守模式:采用需求文档的约束,自行决定其余内容,标记为临时版本)。在首次生成前创建本次运行的集合(调用
    collection_create
    ,目录写入通道,仅需
    name
    参数),每生成一个可用素材就调用
    collection_add_assets
    添加;返回的
    itemCount
    就是凭证。
  2. 标识:调用
    recommend
    并设置
    capability="txt2img"
    ,prompt中要求生成真实可编辑的SVG而非栅格图;调用
    model_schema_get
    获取所选模型的schema。Prompt中包含一个关于工作室业务的创意点,简化到在favicon尺寸下单色仍可识别:扁平闭合几何图形、少颜色、使用规范中的hex色值、工作室名称作为字标。要说明需要避免的内容,否则模型会使用默认元素(渐变网格、闪光、无意义的闪电、地球仪)。如果所选模型拒绝符合schema的调用,就放弃该选项,选择下一个,因为schema可能将模型必需的字段标记为可选。准备三个候选方案,每个采用不同的构建方法,且最多结合两种方法,这样方案集覆盖不同维度,而非重复同一个创意的变体:与核心隐喻融合的字母组合、代表产品动作的符号、两个创意简化为一个、负空间承载双重含义、基于明确网格的几何图形。本轮调用设置
    priority="cost"
    ,因为三个方案中会淘汰两个,否则
    recommend
    默认选择高质量选项。每个候选方案运行一次
    model_run
    ,调用
    jobs_wait
    等待完成,用
    asset_display
    展示,让用户选择(无人值守模式:全部校验,保留通过的最佳方案)。
  3. 校验入选方案:调用
    asset_analyze
    (写入通道,规则见
    scenario-asset-analysis
    ),通过
    text_inputs
    传入规范:逐字读取名称、几何图形闭合且居中、与现有标识无相似性。校验的是渲染效果而非文件(见
    scenario-asset-analysis
    ),因此调色板检查是本地解析SVG的填充色。未通过则收紧prompt重新运行(重新校验前需用
    jobs_wait
    等待新任务完成),绝不可编辑偏移的输出。
  4. 变体:调用
    asset_get
    获取获胜标识,用
    curl -L
    保存其
    url
    对应的原始SVG文件(
    asset_download
    会转换为栅格图,默认
    format
    为
    png
    )。修改填充色生成单色、反色和底色背景变体;通过
    upload_asset
    上传每个变体(
    kind
    设为
    image
    )。一个标识,多种配色作为数据变体。
  5. 品牌应用:调用
    recommend
    并设置
    capability="img2img"
    ,跳过
    when_general_better
    或
    caveats
    中提到当前投放场景的选项;严格按照schema说明将获批标识作为参考传入(仅在
    array: true
    时使用数组;如果所选模型的schema没有图片字段,则无法传入标识,选择下一个选项)。每个投放场景(头像、横幅、印刷卡片或徽章)运行一次
    model_run
    ,每个prompt都要求场景为标识服务,禁止画面中出现文字或假UI(展示板只呈现标识的应用效果,而非产品功能):「参考中的精确Logo,未修改,居中放置于……」。调用
    jobs_wait
    等待运行完成,然后对照规范逐一校验;在输出尺寸下无法识别的文字视为未验证,而非通过(需放大后重新校验,或标记问题),如果标识被场景破坏,则使用相同的
    img2img
    调用重新生成,prompt中指出缺陷并以获批标识为基准。
  6. 精准文本(标语、账号、URL)通过
    scenario-text-overlay
    使用规范中的字体合成,绝不要在prompt中要求生成到展示板上。投放尺寸按照
    scenario-formats
    确定。
  7. 品牌看板:套件最终以一张图片的形式呈现评估。
    model_scenario-compose-image
    接收标识、调色板色卡、字体样本、放大的品牌调性描述、一张风格方向展示板(需额外运行一次生成)、图标与徽章条以及两个应用素材作为图层,通过
    x
    、
    y
    、
    anchor
    和
    zIndex
    定位在
    canvasMode: "custom"
    的画布上,再加上一个本地从主SVG绘制的构造说明面板(绝不要生成,因为生成的示意图会出现标识没有的几何图形),面板标签由
    scenario-text-overlay
    渲染(图层字段与陷阱见
    scenario-video-assembly
    )。为每个图层设置明确的
    width
    和
    height
    ,标识的尺寸大于其他所有图层,每个图层设置
    fit: "contain"
    :空值会被记录为原生尺寸,不可靠,同时设置宽高会激活默认的
    fill
    模式,导致拉伸,违反规范中的禁止拉伸规则。画布尺寸按最小字幕的需求设置,而非按屏幕尺寸(最大支持7680x4320,1920x1080的看板会让调色板字幕只有约10像素高),每个图层都从主SVG渲染为对应像素尺寸,而非到处复用同一张栅格图:矢量主文件的存在就是为了避免任何图层被放大。合成前先调用
    upload_asset
    上传每个渲染图,因为图层
    source
    接收资产ID,而非本地文件。
  8. 运行过程中填充的集合就是完整的套件:SVG主文件、所有变体、所有品牌应用、品牌看板。通过
    asset_update
    在每个资产的描述中写入其作用和使用规则,并将规范表作为套件的使用说明交付。

Common mistakes

常见错误

  • Generating applications before a spec exists: without written hex values and rules there is nothing to gate against, and the kit drifts apart asset by asset.
  • Re-imagining the logo per application instead of referencing it: ten cousins, no identity. The mark is generated once, then reused.
  • Upscaling a raster of the logo: the vector already scales; the SVG stays the master.
  • Recoloring by regenerating: fills and strokes in an SVG are text edits; a regeneration changes the geometry too.
  • Passing a wordmark that looks right at thumbnail size: letterform drift hides there; the gate reads it back letter by letter.
  • Treating palette hex values as a vibe: unnamed colors drift warm or cool per run; every prompt names them from the spec.
  • Uploading a variant that is byte-identical to the master: the platform returns the master's own asset id, so two kit entries silently collapse into one and the collection count is wrong. A variant that changes nothing is not a variant; edit a fill, or drop the baked ground path, before uploading.
  • Deriving a variant from a mockup instead of the master: derivative-of-derivative compounds artifacts (
    scenario-formats
    has the order of operations).
  • 在规范制定完成前生成品牌应用:没有书面的hex色值和规则,就没有校验依据,套件的各个资产会逐渐偏离统一风格。
  • 每个应用都重新设计Logo,而非引用:十个相似但不同的标识,等于没有品牌识别。标识仅生成一次,之后复用。
  • 放大Logo的栅格图:矢量本身就可以缩放;SVG应始终作为主文件。
  • 通过重新生成来改色:SVG的填充和描边是文本编辑;重新生成会同时改变几何形状。
  • 让在缩略图尺寸下看起来没问题的字标通过:字形偏移很容易藏在小尺寸里;校验需要逐字读取。
  • 把调色板的hex色值当感觉用:没有明确命名的颜色会在每次运行时偏暖或偏冷;每个prompt都要从规范中引用色值。
  • 上传与主文件字节完全相同的变体:平台会返回主文件的资产ID,导致两个套件条目无声地合并为一个,集合计数错误。没有任何变化的变体不算变体;上传前修改一个填充色,或者去掉内置的背景路径。
  • 从样机而非主文件衍生变体:衍生的衍生会累积瑕疵(操作顺序见
    scenario-formats
    )。