{"id":"3b2633f3-afb6-4be5-95ce-986c4a089173","entityType":"agent","slug":"clawhub-zhilogic-oss-photo-to-disco-elysium","name":"Photo to Disco Elysium","canonicalUrl":"https://www.xpersona.co/agent/clawhub-zhilogic-oss-photo-to-disco-elysium","canonicalPath":"/agent/clawhub-zhilogic-oss-photo-to-disco-elysium","generatedAt":"2026-10-11T15:20:23.395Z","source":"CLAWHUB","claimStatus":"UNCLAIMED","verificationTier":"NONE","summary":{"evidence":{"source":"editorial-content","verified":true,"confidence":"high","updatedAt":"2026-10-11T12:18:50.647Z","emptyReason":null},"description":"Rebuild photos as psychological or concept art Skill: Photo to Disco Elysium Owner: zhilogic-oss Summary: Rebuild photos as psychological or concept art Tags: latest:0.1.0 Version history: v0.1.0 | 2026-08-25T08:00:34.042Z | auto Initial release of the photo-to-disco-elysium skill: - Upload portraits or environment photos to transform them into Disco Elysium-inspired psychological paintings or concept art. - First turn explains aesthetic suitability and requests","descriptionLabel":"Technical summary","evidenceSummary":"Capability contract not published. 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pure natural scenes are supported with caution.\n- No use of game characters, UI, or assets—only the visual style is referenced.\n\nArchive index:\n\nArchive v0.1.0: 18 files, 2288503 bytes\n\nFiles: .gitignore (172b), agents (0b), agents/openai.yaml (288b), assets (0b), assets/skillhub-icon.png (2260268b), README.md (2274b), references (0b), references/analysis-card.md (5818b), references/environment-art-direction.md (7389b), references/portrait-art-direction.md (6535b), references/portrait-background-geometry.md (3732b), references/prompt-compiler.md (15858b), references/quality-checklist.md (10026b), references/transformation-contract.md (5212b), references/visual-language.md (7131b), skill-card.md (3126b), SKILL.md (15439b), _meta.json (141b)\n\nFile v0.1.0:SKILL.md\n\n---\nname: photo-to-disco-elysium\ndescription: 将用户上传的人像或环境照片重构为受《极乐迪斯科》启发的心理绘画与环境概念作品；首轮说明适配性并等待确认。人像默认使用激进概念肖像，可选温和角色肖像；环境保留地点锚点并进行作者化重构。 / Reconstruct user portraits and environments as Disco Elysium-inspired psychological paintings and concept artwork; explain source fit first, use conceptual portraits by default, and preserve essential place anchors while radically redesigning the rendering.\n---\n\n# 照片转《极乐迪斯科》风格 / Photo to Disco Elysium\n\n## 概述\n\n将用户上传的照片重构为受《极乐迪斯科》人物肖像与环境概念美术启发的心理绘画作品，而非简单套用油画滤镜。Skill 保留人物的身份关系、姿态与辨识性轮廓，或保留地点的关键地标与空间锚点，同时重新设计色彩、构图、笔触、边缘和叙事氛围。\n\n适合人像、街道、城市、乡镇、建筑、室内、工业场景、港口与遗址等素材。自然风光属于条件适配：在不添加建筑、人物或叙事道具的前提下，以大气、地形、色彩和笔触层级完成重构。\n\n人像在首轮适配说明中可选择两种方式：默认的 `conceptual_portrait` 更接近游戏原始角色肖像的激进概念重绘；可选的 `restrained_character_portrait` 则保留绘画化角色感，但减少象征性和心理性变形。每张源图默认只输出一张独立成品，不生成拼贴或网格图。Skill 不使用游戏角色、UI、Logo、对白框、标题字体或官方素材；游戏名称仅用于说明美术方向，不表示官方关联。\n\n## Overview\n\nReconstruct user-supplied photographs as psychological paintings inspired by the character portraits and environmental concept art of *Disco Elysium*, rather than applying a simple oil-paint filter. The Skill preserves a person's identity relationships, pose, and recognizable silhouette, or a place's key landmarks and spatial anchors, while redesigning color, composition, brushwork, edges, and narrative atmosphere.\n\nIt is best suited to portraits and lived-in environments such as streets, cities, towns, villages, architecture, interiors, industrial sites, harbors, and ruins. Pure natural scenery is a conditional fit: it is reconstructed through atmosphere, terrain, palette, and mark hierarchy without inventing buildings, people, or narrative props.\n\nFor portraits, the first suitability reply offers two treatments: the default `conceptual_portrait`, an aggressive reconstruction closer to the game's authored character portraits, or the milder `restrained_character_portrait`, which keeps the designed painterly character treatment with less symbolic and psychic intervention. Each source image produces one independent finished result by default, never a collage or grid. The Skill does not add game characters, UI, logos, dialogue boxes, title typography, or official assets; the game name identifies the requested aesthetic direction only and does not imply official affiliation.\n\n## Required references\n\nRead only the references needed for the current request:\n\n- Always read [visual-language.md](references/visual-language.md) and [transformation-contract.md](references/transformation-contract.md).\n- For `portrait` or `environmental portrait`, always read [portrait-art-direction.md](references/portrait-art-direction.md) and [portrait-background-geometry.md](references/portrait-background-geometry.md).\n- For `architecture_environment` or `natural_landscape`, always read [environment-art-direction.md](references/environment-art-direction.md).\n- Read [analysis-card.md](references/analysis-card.md) for the selected branch.\n- Read [prompt-compiler.md](references/prompt-compiler.md) immediately before generating or editing.\n- Read [quality-checklist.md](references/quality-checklist.md) after generation and before returning the result.\n\n## Workflow\n\n### 0. Enforce the first-turn suitability gate\n\nOn the first Skill-triggered turn for a new photo or batch in the current task, do not call an image-generation tool and do not produce a transformed image. Inspect attached sources only as needed to assess fit, then briefly explain:\n\n- strongest fit: portraits and lived-in environments such as cities, towns, villages, streets, architecture, interiors, industry, harbors, ruins, and other places with visible human traces;\n- conditional fit: pure natural scenery such as mountains, forests, meadows, beaches, waterfalls, clouds, or sunsets. These have fewer social and architectural anchors and require concept-art reconstruction, strong atmospheric design, and unequal brush scale to avoid ordinary oil-landscape painting;\n- portrait behavior: the face will be repainted while the uploaded background will be distilled into character-bearing color blocks, shapes, and line rhythms rather than preserved as a photographic backdrop. Offer two portrait treatments in the same reply: `conceptual_portrait` (default, aggressive and closest to the game's authored portrait logic) or `restrained_character_portrait` (the earlier, milder character-painting treatment). If the user confirms without naming one, use `conceptual_portrait`.\n\nClassify each source as `recommended`, `conditional`, or `not recommended`, state the likely tradeoff, and ask the user to confirm whether to continue. Continue only after a later user reply confirms. Deliver this gate once per task or batch; do not repeat it after confirmation unless the source type changes materially.\n\nIf the user chooses a natural landscape after the caution, proceed on the next turn without inventing buildings, people, or narrative props. Preserve its ecological and geographic identity while using atmosphere, palette, depth, edge hierarchy, and selective natural detail as the authored structure.\n\n### 1. Inspect and classify the source\n\nRequire at least one user-supplied photo. Inspect a local target image before editing. If the requested source is missing, ask the user to attach it again rather than inventing it from a description.\n\nClassify the source by its primary promise:\n\n- `portrait`: the person's identity is primary.\n- `environmental portrait`: use portrait rules first, then add the place relationship.\n- `architecture_environment`: a city, town, village, street, building, interior, industrial site, harbor, ruin, or another human-shaped place whose spatial and landmark identity is primary.\n- `natural_landscape`: a primarily natural scene whose geographic forms, atmosphere, water, vegetation, rock, weather, or animal anchors are primary.\n\nTreat visible facts as evidence. Do not invent a person's diagnosis, morality, protected traits, biography, or private state. Base interpretation on visible expression, pose, setting, and narrative supplied by the user.\n\n### 2. Select the portrait treatment and apply the transformation contract\n\nFor portraits and environmental portraits, let the user select a treatment during the first-turn suitability gate. Default to `conceptual_portrait` when they confirm without choosing. Use `restrained_character_portrait` only when the user explicitly selects the milder treatment. Apply the environment contract unchanged for non-portrait sources.\n\nFor portraits, preserve `identity topology`, not photographic surface:\n\n- keep the constellation of decisive facial landmarks, silhouette, face angle, gaze, hairstyle, accessories, and gesture recognizable;\n- replace smooth skin gradients, camera lighting, literal complexion, hair-by-hair detail, photographic depth of field, and beauty-retouch realism;\n- reconstruct the face as a character portrait through large designed planes, controlled asymmetry, altered feature hierarchy, broken edges, non-literal color, and character-specific marks.\n- after selecting the treatment, choose a presentation: `character_portrait` is a compact head-and-shoulders or bust card when the source permits it; `environmental_portrait` keeps the person primary while retaining a decisive place relationship. The default `conceptual_portrait` treatment may use bounded source-derived symbolic or psychic re-authoring; the restrained treatment may not introduce it unless separately requested.\n- reconstruct the uploaded background as one source-derived portrait field grammar, not a literal scene and not an arbitrary collection of geometry. Use one to four painted fields, with an optional restrained line rhythm, whose visual jobs follow visible evidence or user-provided narrative.\n\nFor environments, treat the photograph as concept-art source material, not a surface to filter. Apply B2.5 reconstruction: preserve essential place identity and navigable relationships while substantially redesigning atmosphere, palette, depth, edge hierarchy, spatial emphasis, and non-essential proportions. Allocate mark scale by information density and narrative importance: broad low-frequency masses for continuous fields and large structural planes; selective directional precision for identity-bearing architecture, vegetation, animals, and landmarks.\n\n### 3. Build an internal analysis card\n\nComplete the appropriate card from [analysis-card.md](references/analysis-card.md). For a portrait, explicitly separate:\n\n- identity relationships that must survive;\n- photographic properties that must disappear;\n- facial features to emphasize, compress, partially obscure, or merge;\n- one technique thesis that carries the portrait's story;\n- one non-natural color event and one mark that moves against the depicted form.\n- the selected portrait treatment, presentation, and crop strategy; background facts to distill; one chosen field grammar; and how its masses enter the hair, head, shoulders, or collar.\n\nFor an environment, explicitly record:\n\n- the scene narrative, emotional thesis, environmental mood, and worldbuilding interpretation;\n- identity anchors and an `identity importance` plus `detail budget` for major elements;\n- source color relationships and the reconstructed emotional palette;\n- foreground, middle-ground, and background roles plus allowed depth compression;\n- sharp-edge anchors, soft-edge zones, and lost-edge zones;\n- continuous low-information fields that receive broad marks and high-information or narrative-bearing structures that receive selective precision.\n\nKeep the card internal unless the user asks to see the art direction.\n\n### 4. Compile a visual prompt\n\nTranslate the card into visible instructions with [prompt-compiler.md](references/prompt-compiler.md).\n\nFor portraits, establish this priority:\n\n`identity topology > selected treatment and portrait presentation > silhouette, gaze, and pose > technique thesis and portrait-field grammar > value and relational color > edge hierarchy and brushwork > photographic surface fidelity`\n\nFor environments, establish this priority:\n\n`place identity anchors > scene narrative and visual protagonist > composition and depth redesign > atmosphere and palette reconstruction > semantic detail allocation > edge hierarchy > mark and material language > photographic surface fidelity`\n\nTreat photographic surface fidelity as something to remove, not a quality target. Describe the intended visual behavior rather than depending on the phrase “Disco Elysium style.”\n\n### 5. Generate or edit\n\nUse the available image-generation editing tool with the original photo as the image reference. Produce one finished reinterpretation by default. Keep the source aspect ratio unless the user requests another crop.\n\nFor either portrait treatment, prefer a compact vertical head-and-shoulders or bust character-card presentation when the source provides enough information and the user has not asked to preserve the whole composition. Do not silently crop away a pose, garment, or place relationship that is essential to the supplied image. This version does not infer a full-body portrait workflow: preserve the source composition when the user requests it or when it is the image's decisive fact.\n\nRequire the portrait edit to transform the facial interior, not just the background or clothing. Preserve identity through relationships while allowing expressive change to pass through the forehead, cheeks, nose, mouth, jaw, hair, and neck.\n\nFor portraits, do not preserve the source background as a literal photographic scene unless one object is essential to identity or user narrative. Abstract the remaining setting into one coherent source-derived portrait field: one to four irregular color masses in a single field grammar, plus an optional restrained line rhythm. The field must interact with hair, collar, face, or shoulder rather than sitting behind a cut-out person. Do not substitute generic smoke, decorative splashes, arbitrary geometry, or franchise-like motifs.\n\nProtect these source facts unless explicitly authorized:\n\n- number and identity of people;\n- landmark relationships between facial features, distinctive silhouette, accessories, pose, and gesture;\n- essential landmark identity, key road or path relationships, principal subject objects, and the minimum spatial structure needed to recognize the place;\n- culturally or personally meaningful details identified by the user.\n\nDo not add game characters, skill portraits, dialogue boxes, interface panels, logos, watermarks, captions, or imitation title typography. Do not reuse or embed official game or artbook assets.\n\n### 6. Evaluate and repair\n\nCompare the result with the source using [quality-checklist.md](references/quality-checklist.md). For portraits, both gates must pass:\n\n1. The person remains recognizable through identity topology.\n2. The image no longer reads as a realistic person with an oil-paint or color filter.\n\nIf either gate fails, make one focused edit that names the failed relationship or insufficient artistic departure while freezing successful properties. Do not regenerate blindly with a longer adjective list.\n\nFor environments, both gates must pass:\n\n1. The original place or natural system remains recognizable through its essential anchors.\n2. The result reads as an authored environmental concept-art reconstruction, not a photograph with uniform oil texture.\n\nRepair only the failed layer: identity, atmosphere, sky, palette, depth, semantic detail, edge hierarchy, or mark-scale hierarchy.\n\n### Strict evaluation mode\n\nFor Skill development, A/B testing, or when the user asks for a traceable test, save six observable artifacts together: `classification`, `analysis-card`, `compiled-prompt`, `generated-image`, `quality-evaluation`, and any `repair-prompt`. Use the complete Skill pipeline; do not substitute an improvised conversation-only prompt. For ordinary user transformations, keep analysis and prompts internal unless requested.\n\n### 7. Deliver\n\nReturn the finished image without exposing the full compiled prompt unless requested. Briefly identify the chosen treatment and the main technique or scene-narrative thesis. Do not present multiple candidates unless the user requested variations.\n\n## Rights and reference boundary\n\nUse the game name to identify the requested aesthetic direction, not to imply affiliation or reproduce proprietary assets. Build the result from the user's photo and the original visual rules in this Skill. Use only user-owned, licensed, public-domain, or newly generated source images in distributed examples.\n\nFile v0.1.0:README.md\n\n# 照片转《极乐迪斯科》风格 / Photo to Disco Elysium\n\n将用户上传的人像、城市、乡镇、街道、建筑与室内照片，重构为受《极乐迪斯科》启发的心理绘画与环境概念作品。\n\nReconstruct user-supplied portraits, cities, towns, streets, architecture, and interiors as psychological paintings and environmental concept art inspired by *Disco Elysium*.\n\n## 特点 / Highlights\n\n- 人像默认使用高抽象的 `conceptual_portrait`：保留可辨识的面部拓扑与姿态，将背景改写为表达角色气质的色块、线条与象征几何。\n- 可选择较温和的 `character_portrait`，在更高保真度下保留摄影中的人物信息。\n- 环境图保留地点锚点、空间关系和叙事物件，同时重建色彩、边缘、明暗与心理氛围。\n- 首轮先说明素材适配性，并等待确认后才生成；自然风光属于条件适配，避免把它错误处理成普通油画滤镜。\n- 每一张输入照片对应一张独立输出图，不拼贴多张结果。\n\n## 使用 / Usage\n\n在 Codex 中上传图片后，调用：\n\n```text\n$photo-to-disco-elysium\n```\n\nFor portrait inputs, choose `conceptual_portrait` (default) or `character_portrait`. For environments, the skill selects the corresponding environmental workflow.\n\n## 内容 / Contents\n\n```text\nSKILL.md                    Core workflow and activation rules\nagents/openai.yaml          Codex display metadata\nreferences/                 Analysis cards, art direction, prompt compiler, and QA checklists\nassets/skillhub-icon.png    Skill icon\n```\n\n## 授权与来源边界 / Rights and source boundary\n\n这是一个原创的提示词与工作流包，并非官方产品，也不包含《极乐迪斯科》的角色、美术原图、截图或其他可再分发的官方资产。`Disco Elysium` 是其权利人的商标；本项目仅以其可观察到的高层视觉方法为灵感，不主张任何官方关联。\n\nThis is an original prompt-and-workflow package, not an official product. It contains no redistributable *Disco Elysium* character art, screenshots, or other official assets. `Disco Elysium` is a trademark of its respective owner; this project draws only on high-level, observable visual methods and claims no affiliation.\n\nFile v0.1.0:_meta.json\n\n{\n  \"ownerId\": \"kn71m3bs8dey1gfn54t300pn5h8d4wzb\",\n  \"slug\": \"photo-to-disco-elysium\",\n  \"version\": \"0.1.0\",\n  \"publishedAt\": 1787644834042\n}\n\nFile v0.1.0:references/analysis-card.md\n\n# Analysis Cards\n\nComplete only fields relevant to the selected branch. Keep answers short, visual, and operational.\n\n## Shared fields\n\n```text\nbranch:\nvisible facts:\nfirst impression:\nmemory residue:\nuser-provided narrative:\npsychological proposition:\ncore tension:\nsubject-world relationship:\nenergy or pressure source and direction:\n\nlarge value structure:\ndominant color-temperature family:\ncounter-temperature:\nmaximum saturation location:\ndominant geometry and its job:\nhard-edge zone:\nsoft-edge zone:\nlost-edge zone:\ncontrolled accident zone:\n\nallowed departures and purpose:\nprotected facts:\nprohibited changes:\n```\n\nWrite the psychological proposition as a visible claim, not a diagnosis. Example: “The figure remains outwardly still while dark vertical masses press toward the shoulders.”\n\nWrite memory residue as the one collision, silhouette, gaze, gesture, window, road, or pressure pattern that should remain after a glance.\n\n## Portrait extension\n\n```text\nperson count:\nportrait treatment: conceptual_portrait (default) | restrained_character_portrait\nportrait presentation: character_portrait | environmental_portrait\ncrop strategy: preserve | compact_bust | head_and_shoulders\ncrop rationale:\nface angle and crop:\npose and gesture:\nexpression visible in the source:\n\nidentity topology anchors (4-6):\nface axis and landmark constellation:\nsignature silhouette, asymmetry, hair, facial hair, or accessory:\nclothing silhouette and decisive colors:\nhead-hair-collar silhouette:\npose, garment, or place fact that must survive:\n\nphotographic properties to discard:\nportrait grammar:\ntechnique thesis:\nprimary facial mass design (5-8 masses):\ngraphic light mass:\nshadow cavities (1-2):\nfeatures or planes to exaggerate/compress/offset/obscure (2-4):\nsmall refinement zone:\nlarge abbreviated or lost zone:\nnon-natural facial color event:\ncross-grain mark direction:\nsource background facts to distill:\nvisible character tension supported by source or user narrative:\nprimary background field grammar:\nbackground field masses and visual jobs (1-4):\ncolor-field relationship (dominant, counter, optional accent):\noptional line rhythm and pressure direction:\nfield-to-figure interactions (at least 2):\nliteral background element to retain, if essential:\n```\n\nPrefer relational anchors over generic labels. “Close-set eyes beneath a high left brow, long straight nose, narrow jaw, black rectangular glasses” is useful; “attractive middle-aged person” is not.\n\nSeparate `identity topology anchors` from `photographic properties to discard`. The former preserves recognition. The latter prevents realistic skin, camera lighting, literal complexion, lens softness, and hair-by-hair detail from surviving the transformation.\n\nIf the user confirms without selecting a portrait treatment, use `conceptual_portrait`. Use `restrained_character_portrait` only when the user explicitly chooses the milder treatment. Use `character_portrait` when a compact head-and-shoulders or bust crop does not destroy a decisive pose, garment, gesture, or place relationship; otherwise use `environmental_portrait` and preserve the essential composition.\n\nFor multiple people, preserve count, relative scale, gaze direction, overlap, and relationship. Assign a compact identity topology to each face. If faces are too small or blurred, state the likeness limit rather than hallucinating precision.\n\n## Environment extension\n\n```text\nscene type: architecture_environment | natural_landscape\nhorizon and camera height:\nmain perspective direction:\nessential identity anchors (3-6):\nentry path and viewing path:\nweather and light evidence:\nhuman traces visible in the scene:\nstructural rhythm:\n\nscene narrative:\nemotional thesis:\nenvironmental mood:\nworldbuilding interpretation:\nvisual protagonist:\n\nB2.5 protected relationships:\nB2.5 redesign permissions:\nsource color relationship:\ntarget emotional palette:\ndominant hue:\nshadow family:\nlight family:\naccent colors:\n\nforeground role:\nmiddle-ground role:\nbackground role:\ndepth compression:\nsharp-edge anchors:\nsoft-edge zones:\nlost-edge zones:\n\nlow-information continuous fields and broad-mark direction:\nhigh-information structures and directional-mark needs:\nsemantic detail allocation:\n  - element:\n    identity importance: high | medium | low\n    detail budget: high | medium | low\nrepetitive detail to compress:\nspatial areas allowed to deform:\ndetails that must not be blurred away:\n```\n\nDescribe only visible human traces—wear, signage, repairs, abandoned objects, traffic, cultivation, or occupation. Do not assert a location's real history from appearance alone.\n\nWrite `scene narrative` and `worldbuilding interpretation` as visible concept-art decisions, not unsupported factual history. For example, “a large institutional block isolates a narrow warm entrance” is valid; “this building was used by a repressive government” is not supported by appearance alone.\n\nFor `semantic detail allocation`, budget detail by both information density and identity or narrative importance. A large ornate facade may receive selective fine marks while a small generic car is compressed; a small bird on a branch may receive a high detail budget when it is the scene's visual anchor.\n\nFor natural landscapes, leave `human traces` empty when none are visible. Do not invent occupation, architecture, roads, or props. Treat terrain, water, atmosphere, vegetation, rock, and animals as the identity system.\n\n## Environmental portrait extension\n\nUse the portrait extension, then add:\n\n```text\nplace anchors essential to the person's story:\nscale relationship between person and place:\nenvironmental force acting on the person:\nenvironment details to compress into the pressure field:\n```\n\nKeep the person primary unless the user explicitly asks for the place to dominate.\n\nFile v0.1.0:references/environment-art-direction.md\n\n# Environment Art Direction\n\nTreat the photograph as source material for an environmental concept painting, not as a surface that needs a painterly filter. Preserve the place's essential identity, then redesign how that place feels, reads, and organizes attention.\n\n## Apply B2.5 reconstruction freedom\n\nB2.5 sits between a substantial redesign and a near-total reimagining.\n\nPreserve:\n\n- the core building, geographic formation, or landmark identity;\n- decisive silhouettes and major mass relationships;\n- key roads, paths, shorelines, entrances, or navigable connections;\n- the principal subject and enough spatial evidence that the source place remains recognizable.\n\nFreely redesign when it strengthens the scene narrative:\n\n- weather, cloud structure, time atmosphere, light direction, shadow depth, and color temperature;\n- horizon placement, sky proportion, foreground occlusion, depth compression, and focal emphasis;\n- limited local positions, secondary proportions, peripheral geometry, and non-essential detail;\n- palette, edge behavior, material rhythm, and the boundary between form and atmosphere.\n\nDo not turn the scene into another city or biome, delete its primary anchor, add unrelated buildings or people, or preserve the entire photograph beneath uniform painterly texture.\n\n## Interpret the place before painting it\n\nBuild a visible scene narrative from source evidence and user-provided context. Ask: \"What kind of place would this be as concept art?\"\n\nUse four concise decisions:\n\n- `scene narrative`: what the place appears to be doing or enduring;\n- `emotional thesis`: the dominant visible tension;\n- `environmental mood`: weather, light, scale, quiet, pressure, exposure, or enclosure;\n- `worldbuilding interpretation`: how visible architecture, wear, infrastructure, ecology, or occupation suggests a lived world without inventing real history.\n\nTranslate each decision into composition, atmosphere, light, palette, edge, and mark behavior. Avoid mood adjectives with no visible consequence.\n\n## Reconstruct palette relationships\n\nPreserve color relationships rather than literal colors. Record the source's warm-cool balance, value hierarchy, contrast path, and focal accent, then design:\n\n- one target emotional palette;\n- a dominant hue family;\n- a shadow family;\n- a light family;\n- one or two restrained accent colors.\n\nLet adjacent neutrals absorb nearby hues. A changed sky, non-literal shadow, or amplified warm passage is valid when it supports the narrative and preserves the original visual relationships.\n\n## Redesign atmosphere as a subject\n\nSky, fog, snow, water, glare, and large shadow fields are compositional forces, not background fill.\n\n- Merge clouds into a few large directional masses instead of painting literal cloudlets.\n- Permit intensified weather, fog, dusk, overcast color, sunset, or directional light.\n- Treat water as a broad color field with sparse long marks and broken reflections.\n- Treat roads, floors, walls, roofs, and open ground as large perspective-bearing planes.\n- Do not use dense small strokes to describe continuous fields.\n\nAtmospheric redesign is not identity drift by itself. Judge it by whether the place anchors and scene logic survive.\n\n## Allocate detail semantically\n\nMark scale depends on both information density and narrative importance.\n\nFor every major element, assign:\n\n```text\nidentity importance: high | medium | low\ndetail budget: high | medium | low\n```\n\nUse broad low-frequency masses for low-information continuous regions: sky, water, fog, snowfields, roads, ordinary wall planes, roof planes, lawns, distant color fields, and large shadows.\n\nUse selective directional precision for identity-bearing or narratively useful structures: landmark silhouettes, gothic spires, rose windows, carved capitals, special entrances, window rhythms, signs, railings, lamps, wires, roof structures, sculptures, tree trunks, main branches, foliage clusters, flowers, rock ridges, birds, and animal anatomy.\n\nDo not preserve every tile, brick, air conditioner, leaf, wave, or window. Preserve the few details that make the object or place itself.\n\n### Architecture\n\nUse `broad structure, selective precision`:\n\n- block buildings into large value and color masses;\n- keep decisive silhouette, volume, rhythm, and perspective economical;\n- restore finer lines and directional marks only around identity-bearing ornaments and structural joints;\n- let ordinary wall and road detail disappear so landmark precision has meaning.\n\n### Vegetation, rock, and animals\n\nDo not reduce all nature to soft green or brown blobs.\n\n- retain trunk and main-branch direction, foliage-cluster rhythm, and characteristic silhouette;\n- retain rock planes, ridges, fractures, and terrain direction where they define geography;\n- retain an animal's silhouette, pose, limb structure, head direction, and decisive texture;\n- avoid leaf-by-leaf, feather-by-feather, fur-by-fur, or pebble-by-pebble rendering.\n\n## Build depth hierarchy\n\nAssign different jobs to the three depth layers:\n\n- `foreground`: strongest material contrast, large dark or light occlusion, and a deliberate entry into the image;\n- `middle ground`: highest semantic information, principal landmark, and scene narrative;\n- `background`: atmospheric simplification, compressed values, larger masses, and greater merging with sky or weather.\n\nDepth compression may move layers visually closer, enlarge the sky, alter the horizon, or make the foreground more obstructive. Preserve the essential route and anchor relationships rather than photographic depth uniformity.\n\n## Build edge hierarchy\n\n- `primary edges`: keep selected landmark silhouettes, focal structures, principal figures or animals, and important path intersections clear;\n- `secondary edges`: break and soften ordinary buildings, vegetation clusters, and middle-ground transitions;\n- `lost edges`: merge distance, fog, cloud, large shadow, and low-importance boundaries.\n\nAvoid outlining every window, tree, cloud, or building equally. The strongest edge contrast belongs near the visual and narrative center.\n\n## Branch distinctions\n\n### Architecture environment\n\nPrioritize landmark identity, road and entrance relationships, structural rhythm, signs of occupation, and selective precision in meaningful details. Weather and palette may change substantially. Do not replace the place with a generic ruin, fantasy city, or neon street.\n\n### Natural landscape\n\nPrioritize horizon, terrain or shoreline geometry, weather mass, major vegetation or rock silhouettes, water direction, and any visible animal anchor. Use the widest mark-scale contrast: very large strokes for sky, water, snow, or grass fields; finer directional marks for branches, ridges, rock fractures, flowers, or animals. Do not invent buildings, people, roads, or symbolic props to make the scene seem more narrative.\n\n## Reject false success\n\nReject the result when:\n\n- every region uses similar small oil strokes;\n- the photo remains spatially and chromatically unchanged beneath texture;\n- atmosphere is literal and passive rather than redesigned;\n- architecture is either uniformly over-described or blurred into anonymous masses;\n- trees, branches, rock, flowers, birds, or animals lose their defining structure;\n- every edge is equally sharp;\n- the result is stylish but no longer recognizably the same place or natural system.\n\nFile v0.1.0:references/portrait-art-direction.md\n\n# Portrait Art Direction\n\nTreat every portrait as a designed character image, not a painted copy of a photograph. The person must remain recognizable, but the face, clothing, crop, and surrounding field must look jointly authored. Make the technique itself carry a visible tension; do not infer a diagnosis, hidden biography, morality, or protected trait.\n\n## Let the user choose treatment, then choose presentation\n\nIn the first-turn suitability reply, offer these treatments and state that `conceptual_portrait` is the default when the user confirms without choosing:\n\n- `conceptual_portrait` — aggressive, source-derived conceptual re-authoring closest to the game's authored portrait logic. It may use bounded symbolic pressure, a single psychic or structural intrusion, stronger plane collisions, and a more forceful portrait field while preserving identity topology.\n- `restrained_character_portrait` — the earlier, milder character-painting treatment. It retains expressive planes and the portrait field but excludes unrequested psychic anatomy, extra faces, and icon-like symbolic imagery.\n\nThen choose one presentation before writing the prompt:\n\n- `character_portrait` — a vertical head-and-shoulders or bust composition, provided the source permits it. Keep face angle, gaze, decisive hair, accessory, and collar or upper-torso silhouette.\n- `environmental_portrait` — retain a single essential place relationship when it explains the pose or story, but keep the person visually primary.\n\nDo not silently crop away a pose, garment, gesture, or environmental fact that carries the image. This baseline is not a general full-body portrait solution: retain the source composition when that is requested or necessary.\n\n## Identity topology, not surface resemblance\n\nRecognition survives through a limited constellation: face axis, landmark spacing, silhouette, gaze, signature asymmetry, hair or accessory pattern, and gesture. Protect four to six of these together, then discard the photograph's solution for everything around them.\n\nDo not preserve realistic pores, smooth skin gradients, lens softness, beauty lighting, specular skin, hair strands, or camera color balance. Replace them with a deliberately constructed system of planes and marks.\n\n## Choose one painting grammar and one technique thesis\n\nUse one primary grammar; add at most one compatible secondary behavior:\n\n- `physical_hard_edge`: angular plane blocks, black resisting edges, compressed verticals, and abrupt value cuts;\n- `measured_restraint`: softer veils, quieter transitions, and one exact gaze or mouth anchor;\n- `graphic_assertion`: contiguous flat masses, sharp color boundaries, and poster-like silhouette pressure;\n- `eroded_instability`: dragged paint, missing cheek or shoulder edges, scraped revisions, and disintegrating contour;\n- `spectral_distance`: dark absorption, muted field masses, low-contrast lost edges, and one precise focal zone.\n\nName a technique thesis as a visible mechanism, such as “warm diagonal pressure interrupts a contained cool face,” not as a personality label. `Cross-grain friction` is a mark action that may support any grammar: strokes may cut across hair, skin, clothing, or anatomy rather than obediently describing them.\n\n## Build the face as a character-card system\n\n1. Reduce the head, hair, neck, and collar into five to eight large value-color planes.\n2. Protect four to six identity anchors collectively.\n3. Place one graphic light mass and one or two shadow cavities; they may be non-literal but must clarify the facial structure.\n4. Alter two non-essential planes through compression, offset, flattening, partial obscuring, merging, or asymmetric enlargement.\n5. Put the highest refinement in one small zone, often one eye with an adjacent brow, nose, or mouth plane.\n6. Lose or merge at least one other eye, cheek, hair, jaw, neck, or shoulder passage.\n7. Treat hair mass, collar, shoulder, and face contour as one silhouette system, not as separate realistic objects.\n\nDo not enlarge both eyes, sharpen every feature, or distort the entire face uniformly. The result should retain a recognizable landmark constellation while showing a chosen hierarchy of attention.\n\n## Use relational color, not cosmetic color\n\nBuild a dominant temperature and a counter-temperature. Add one deliberately non-natural color event through the forehead, eye socket, cheek, nose bridge, jaw, or reflected collar edge. Its first job is compositional: it must create a tension or balance between face, clothing, and field.\n\nUse high saturation only at the focal event or one supporting field. Contaminate nearby neutrals so the picture feels painted as one world. Avoid fixed franchise palettes and universal teal-purple-red grading.\n\n## Make every mark matter\n\nFavor decisive block-ins, dry interruptions, scraped passages, short opaque corrections, and visible changes of mind over polished blending. Let selected marks cross the direction of hair, facial volume, or clothing folds.\n\nKeep the decisive likeness anchors readable at normal size, but permit close-up collisions, roughness, and unfinished edges. Use economy: describe only what the portrait needs.\n\n## Re-author the setting as a portrait field\n\nNormally discard the literal photographic backdrop and distill its visible structure into one source-derived field grammar. Read [portrait-background-geometry.md](portrait-background-geometry.md) for the complete construction rules.\n\nThe field is a small, irregular painted system that shares edges with the person. It may cut through hair, press toward a collar, shelter the gaze, merge with a shoulder, or continue a facial or clothing angle. It is not a decorative poster placed behind an unchanged figure.\n\n## Reject false success\n\nReject the result even when likeness is excellent if any of these are true:\n\n- the skin still reads as smoothly modeled photography;\n- only the background, clothing, or color grade changed;\n- both eyes, nose, lips, and jaw are rendered with equal realistic precision;\n- brush texture sits on top of unchanged camera lighting;\n- the portrait could be produced by applying the same filter to anyone;\n- the field is a blurred photo, generic smoke, random splatter, or unrelated geometry;\n- the face, collar, shoulder, and field do not form one composition;\n- the selected treatment was ignored, or a restrained portrait gained unrequested psychic anatomy, extra faces, or icon-like imagery;\n- the image copies a recognizable game portrait, character, crop, or motif.\n\nFile v0.1.0:references/portrait-background-geometry.md\n\n# Portrait Background Field\n\nTurn the uploaded portrait background into a source-derived character field. The field should create visible compositional tension without claiming a diagnosis, hidden biography, morality, or protected trait.\n\n## Distill evidence before choosing a field\n\nIdentify two to four visible background facts: wall divisions, windows, doorways, furniture, lamps, signs, foliage, shadows, roads, horizon, architecture, or negative space. Preserve at most one literal object only when it is essential to identity or a user-provided narrative.\n\nDo not translate every fact into a shape. Select the few facts that can support one primary field grammar, then rebuild them as one to four irregular painted masses. Add a restrained line rhythm only if it continues a source direction or reinforces the figure.\n\n## Choose one primary field grammar\n\nChoose one grammar, with at most one quiet supporting behavior:\n\n- `flat_field_and_counterblock`: one broad ground against one or two resisting blocks; useful when a wall, open space, or light-dark division dominates;\n- `vertical_pressure`: bands, partial grid segments, or interrupting uprights distilled from columns, walls, windows, poles, or doorframes;\n- `diagonal_pressure`: wedges, dragged slashes, or tilted planes that continue a road, shadow, gesture, gaze, or architectural angle;\n- `arc_or_enclosure`: an irregular ring, disk, or arc that isolates, shelters, repeats, or exposes the gaze;\n- `black_field_or_erasure`: a dark absorbing mass, scrape, or absence that interrupts the figure rather than describing the room;\n- `organic_absorption`: softened vegetation, crowd, cloth, or shadow reduced into merged, breathing masses.\n\nField masses must be painted and irregular: scraped, broken, dry-brushed, or partially lost where appropriate. They are not clean UI primitives or a mandatory assortment of circles, rectangles, and lines.\n\n## Build relational color\n\nChoose a dominant field family, a counter-field, and at most one high-saturation accent. Color meaning is relational:\n\n- red may warm, threaten, perform, interrupt, or bind;\n- blue may cool, isolate, discipline, distance, or shelter;\n- green may suggest recovery, atmospheric unease, bureaucracy, growth, or absorption;\n- yellow may expose, energize, caution, intellectualize, or make a region brittle;\n- violet may join warmth and cold into ambiguity, fatigue, ceremony, or distance;\n- bone, gray, brown, and black may create blankness, age, weight, silence, or resistance.\n\nDo not assign one color a universal personality meaning. Contaminate nearby neutrals so the field feels painted into the same world as the face and clothing.\n\n## Make the field act on the figure\n\nRequire at least two interactions:\n\n- a field mass crops, replaces, or merges with a hair, shoulder, collar, or jaw edge;\n- an arc or counterblock shelters, isolates, repeats, or exposes the gaze;\n- a vertical pressure divides head from body or presses toward the skull;\n- a diagonal continues a gesture, gaze, collar, or facial angle;\n- a broken line passes behind and through selected silhouette edges;\n- a color field is resisted by, reflected in, or released from the face.\n\nKeep one hard-edged passage near the focal zone and let the remaining field soften, scrape away, or merge. The figure and field must feel co-designed.\n\n## Reject decorative abstraction\n\nReject the portrait field when it is:\n\n- a blurred copy of the photograph;\n- generic smoke, mist, bokeh, splatter, or grunge;\n- a random collection of shapes with no source relationship;\n- equally detailed everywhere;\n- cleaner and more graphic than the repainted face;\n- copied from a recognizable game portrait, skill icon, UI motif, or artbook composition.\n\nFile v0.1.0:references/prompt-compiler.md\n\n# Prompt Compiler\n\nCompile the analysis card into one self-contained image-editing instruction. Prefer concrete visual behavior over theory or adjective piles.\n\n## Contents\n\n- [Prompt order](#prompt-order)\n- [Environment compiler order](#environment-compiler-order)\n- [Branch emphasis](#branch-emphasis)\n- [Repair prompt patterns](#repair-prompt-patterns)\n\n## Prompt order\n\n### 1. Radical reconstruction contract\n\nOpen with the task, branch, and source relationship. Use the portrait opening only for `portrait` or `environmental portrait`:\n\n```text\nCompletely repaint the supplied photograph as an original Disco Elysium-style psychological painting using high abstraction. Reconstruct it from the ground up; do not preserve or filter the photographic surface. Preserve [identity topology or place anchors] and [pose, gesture, silhouette, or spatial structure], while replacing realistic rendering with designed masses, controlled deformation, relational color, edge hierarchy, and character-specific marks.\n```\n\nDo not offer generic strength modes. For portraits, honor the two explicit treatment choices made during the first-turn suitability gate; do not stop at the game name.\n\nFor `architecture_environment` or `natural_landscape`, open with the concept-art contract instead:\n\n```text\nTreat the supplied photograph as source material for an original Disco Elysium-inspired environmental concept painting, not as a surface to filter. Preserve [essential place or natural-system anchors], but redesign atmosphere, palette, depth, edge hierarchy, spatial emphasis, and semantic detail with B2.5 creative freedom so the same place feels authored for this world rather than merely oil-painted.\n```\n\n### 2. Source truth and protected relationships\n\nName only the source relationships that must survive:\n\n- portrait: count, face axis, four to six identity anchors, gaze, expression, silhouette, hairstyle or accessory, pose, and clothing mass;\n- architecture environment: core building and landmark identity, decisive silhouettes, key road, path, entrance, and mass relationships, and the minimum perspective structure needed for recognition;\n- natural landscape: horizon, terrain or shoreline geometry, water direction, geographic silhouettes, weather mass, characteristic vegetation or rock structure, and any animal anchor;\n- environmental portrait: combine only decisive anchors, with the person primary.\n\nFor portraits, explicitly state that smooth skin, camera lighting, literal complexion, realistic gradients, hair strands, and photographic depth must not survive. Do not ask for a full-body conversion unless the user explicitly requests it; this baseline portrait branch is optimized for character-card treatment, not inferred whole-body adaptation.\n\n### 3. Portrait redesign block\n\nFor `portrait` and `environmental portrait`, include every item below:\n\n1. The selected treatment and presentation: use `conceptual_portrait` by default unless the user explicitly chose `restrained_character_portrait`; then choose `character_portrait` or `environmental_portrait` for the composition. If the source allows, use a compact head-and-shoulders or bust card; otherwise preserve the requested or essential composition.\n2. The source pose, face axis, gaze, signature hair or accessory, and head-hair-collar silhouette that must survive.\n3. One painting grammar and one technique thesis with visible effects.\n4. A five-to-eight-plane reconstruction of head, face, hair, neck, and collar, with one graphic light mass and one or two shadow cavities.\n5. Two non-essential features or planes to exaggerate, compress, offset, obscure, flatten, or merge.\n6. One small refinement zone and one large abbreviated or lost zone.\n7. One motivated non-natural color event passing through the face or collar edge.\n8. One family of marks moving against natural hair, skin, clothing, or anatomical direction.\n9. One source-derived background field grammar with one to four irregular painted masses, plus an optional restrained line rhythm.\n10. At least two ways the field cuts into, merges with, pressures, shelters, divides, or radiates from the head, collar, and shoulders.\n\nKeep the protected landmark constellation collectively recognizable. Do not instruct the model to keep expressive damage away from the whole face; the facial interior must be visibly re-authored.\n\n### 4. Psychological proposition\n\nState one proposition, one tension, and their visible consequence.\n\nGood portrait example:\n\n```text\nMake the outward stillness resist inward pressure: compress the forehead and cheek into cold angular planes, pull dark vertical masses toward the shoulders, preserve the long nose and uneven brow relationship, and let a dry warm-red interruption cross the lower face.\n```\n\nGood environment example:\n\n```text\nMake the wet street feel suspended between neglect and fragile recovery: compress cool buildings into leaning masses while one low warm passage leads the eye toward the distance.\n```\n\nAvoid “make it emotional” or “show inner turmoil” without a visible mechanism.\n\n### 5. Composition and value\n\nDescribe dominant masses, focal point, viewing path, pressure direction, and three or four large value groups. Keep the image readable at thumbnail size.\n\nFor portraits, use value shapes to redesign anatomy rather than model it smoothly. Permit local flattening, abrupt plane changes, and asymmetric shadow logic while protecting the landmark constellation. For environments, protect the horizon and entry path while allowing depth compression and scale shifts.\n\n### 6. Relational color and light\n\nDefine a dominant temperature, counter-temperature, darkest or brightest structural accent, one saturation maximum, and how colors contaminate adjacent neutrals. Tie each decision to the proposition.\n\nFor portraits, replace literal skin color with a designed color system. A cold forehead, red eye socket, green jaw edge, violet cheek, or yellow-lit nose must function compositionally rather than as franchise decoration.\n\n### 7. Edge, refinement, and material\n\nSpecify hard, soft, and lost-edge zones. Name the small refined passage and the large generalized passage. Choose a limited compatible mark family:\n\n- blocky opaque planes;\n- cross-grain dry brush;\n- scraped or dragged paint;\n- broken contour and abrupt corrections;\n- translucent scumbling;\n- sparse impasto at one accent;\n- broad merged pressure fields.\n\nDo not request all materials at once. Place accidents so they reinforce the technique thesis.\n\n### 8. Exclusions\n\nEnd portraits with source-specific prohibitions plus these defaults:\n\n```text\nNo added people, no changed identity, no beauty painting, no photoreal skin, no smooth airbrushed gradients, no realistic oil portrait, no unchanged face beneath texture, no generic fantasy costume, no recognizable game characters, no copied portrait composition, no game UI, no skill icons, no logos, no captions, no watermarks, and no uniform filter. Do not make every facial feature equally precise or every region equally detailed. For `restrained_character_portrait`, do not introduce extra faces, psychic anatomy, or icon-like symbolic imagery. For `conceptual_portrait`, allow only bounded source-derived symbolic or psychic re-authoring that preserves identity topology and does not add game imagery, logos, or copied motifs.\n```\n\nRemove exclusions only when they conflict with an explicit user request outside this Skill's core scope.\n\nFor environments, use branch-specific exclusions:\n\n```text\nNo uniform oil-paint filter, no equal small-stroke density across the image, no photographic color preservation, no equally sharp edges, no generic fantasy substitution, no unrelated buildings or people, no erased landmark identity, no invented human traces in pure nature, no copied game location or asset, no game UI, no logos, no captions, and no watermarks.\n```\n\n## Environment compiler order\n\nFor `architecture_environment` and `natural_landscape`, compile in this order. Do not mix these instructions into the portrait redesign block.\n\n### 1. Core preservation anchors\n\nName three to six essential anchors and the minimum route, horizon, shoreline, entrance, or mass relationship needed to recognize the place. Do not protect every visible object.\n\n### 2. Scene narrative thesis\n\nState the `scene narrative`, `emotional thesis`, `environmental mood`, `worldbuilding interpretation`, and visual protagonist as visible consequences. Describe what mass, weather, light, or structure will express the thesis.\n\n### 3. B2.5 reconstruction freedom\n\nExplicitly permit substantial redesign of weather, light direction, cloud structure, palette, shadow depth, depth compression, sky proportion, horizon emphasis, limited secondary proportions, and peripheral geometry. Freeze the essential anchors so freedom does not become a different place or biome.\n\n### 4. Composition and depth redesign\n\nAssign foreground, middle-ground, and background roles. Define entry path, focal mass, spatial pressure, occlusion, and allowed depth compression. Put the highest semantic information in the middle ground unless the source provides a different visual protagonist.\n\n### 5. Atmosphere and sky redesign\n\nTreat weather, sky, fog, water, glare, snow, or large shadow as an active narrative mass. Merge literal cloudlets and small waves into a few broad directional fields. State the intended light and atmosphere rather than asking for “dramatic mood.”\n\n### 6. Palette reconstruction\n\nPreserve the source's color relationships, not literal hues. Name the target emotional palette, dominant hue, shadow family, light family, limited accent, and how adjacent neutrals become contaminated.\n\n### 7. Large-form mark strategy\n\nAssign the largest viable marks to low-information continuous fields and structural planes: sky, water, fog, snow, road, ordinary walls, roofs, lawns, distance, and broad shadow. Define stroke direction and frequency; do not merely say “large brushstrokes.”\n\n### 8. Semantic detail allocation\n\nFor each important element, translate `identity importance` and `detail budget` into visible instructions. Use selective finer lines and directional marks for landmark ornament, structural joints, windows that create identity, signs, railings, lamps, wires, trunks, branches, foliage clusters, flowers, rock ridges, birds, and animals. Compress generic repetition.\n\n### 9. Edge hierarchy\n\nName primary sharp anchors, secondary broken or soft transitions, and lost-edge zones. Keep the strongest edge contrast at the visual and narrative center. Permit distance, atmosphere, large shadow, and low-importance boundaries to merge.\n\n### 10. Material language\n\nChoose a limited compatible mark family. Make stroke scale vary sharply by the assigned visual job. Avoid requesting every painting material at once.\n\n### 11. Negative constraints\n\nEnd with the environment exclusions above plus source-specific prohibitions. For natural landscapes, explicitly prohibit invented architecture, people, roads, and symbolic props.\n\n## Branch emphasis\n\n### Portrait\n\nSpend most prompt space on identity topology, portrait presentation, head-hair-collar silhouette, facial mass redesign, controlled feature hierarchy, technique thesis, cross-grain marks, and a source-derived portrait field. Preserve recognition through relationships while visibly departing from the source in surface, local proportion, color, edge, refinement, and backdrop. Require one coherent background-field grammar with one to four irregular masses and an optional line rhythm; do not accept generic smoke, a blurred photograph, or a mechanical collection of shapes.\n\n### Environment\n\nUse the environment compiler order. Spend most prompt space on place identity, scene narrative, B2.5 atmosphere and palette reconstruction, depth roles, semantic detail budgets, and edge hierarchy. Use broad structure with selective precision. Do not individually outline every building, window, tree, leaf, wave, or brick, but do not blur identity-bearing ornament, vegetation, rock, or animal structure into anonymous masses.\n\n### Environmental portrait\n\nKeep the portrait reconstruction primary. Turn the environment into the force acting on the figure rather than a second unrelated subject.\n\n## Repair prompt patterns\n\n### Identity topology drifted\n\n```text\nKeep the current abstraction, color system, background pressure, plane design, and rough painterly treatment. Correct only these identity relationships to match the source: [anchors]. Do not restore photoreal skin, smooth lighting, or photographic detail.\n```\n\n### Portrait remains too photographic\n\n```text\nKeep the person's identity anchors, face angle, gaze, pose, crop, and signature attributes. Repaint the facial interior much more radically: replace realistic skin and camera lighting with [mass design], alter the hierarchy of [features], introduce [color event], lose [edge zone], and drive [cross-grain marks] through the face. Do not merely add texture or change the background.\n```\n\n### Environment identity drifted\n\n```text\nKeep the current palette, atmosphere, abstraction, and painterly marks. Restore only [horizon, perspective, and landmark anchors] so the place reads again. Do not return to photographic detail.\n```\n\n### Environment remains an ordinary oil painting\n\n```text\nKeep the essential place anchors and any successful focal detail. Repair only the concept-art direction: strengthen [scene narrative], redesign [atmosphere and palette], increase depth compression, enlarge marks across [continuous fields], concentrate finer directional marks only in [identity-bearing structures], and create distinct primary, secondary, and lost edges. Do not repaint every region with the same stroke scale.\n```\n\n### Sky or atmosphere remains too literal\n\n```text\nKeep the place anchors, ground structure, and successful detail allocation. Replace only the sky and atmospheric system: merge literal clouds into [large directional masses], establish [target light and weather], reduce internal small strokes, permit [non-literal color relationship], and let selected building, terrain, or vegetation edges dissolve into the atmosphere.\n```\n\n### Architecture became too blurry\n\n```text\nKeep the successful large building masses, road and sky planes, atmosphere, palette, and depth. Restore only these identity-bearing details with selective directional lines and smaller marks: [ornament, entrance, window rhythm, capital, railing, lamp, sign, roof structure]. Do not reintroduce uniform brick, tile, or window detail elsewhere.\n```\n\n### Scene remains too faithful to the photograph\n\n```text\nKeep the essential identity anchors and route relationships. Increase only the B2.5 reconstruction: redesign light direction, sky proportion, weather, emotional palette, depth compression, edge loss, and focal emphasis. Do not change the place into another city or biome.\n```\n\n### Scene is no longer recognizable\n\n```text\nKeep the successful atmosphere, palette, broad mark hierarchy, and edge system. Restore only [core landmark silhouette], [key road, path, shoreline, or entrance relationship], and [principal mass proportion]. Do not return to literal colors, uniform photographic depth, or dense surface detail.\n```\n\n### Portrait background remains literal or generic\n\n```text\nKeep the person's identity topology, facial mass redesign, pose, crop, technique thesis, and successful face abstraction. Replace only the background: distill [two to four source background facts] into [one chosen field grammar] with [one to four irregular color masses] and [optional line rhythm], then make at least two field actions [press on, shelter, divide, crop, merge with, or radiate from] the head, collar, and shoulders. Remove photographic scenery, generic smoke, random splatter, and decorative symbols unrelated to the source.\n```\n\nFile v0.1.0:references/quality-checklist.md\n\n# Quality Checklist\n\nEvaluate at thumbnail size, normal viewing size, and close range. Compare against the source before returning the result.\n\n## Shared hard gates\n\n- The result is visibly derived from the supplied photo.\n- The number of people and main objects has not changed.\n- Pose, gaze direction, gesture, or principal spatial structure remains coherent.\n- High abstraction is plainly visible; the result is not a conservative repaint.\n- No game character, UI, logo, caption, watermark, or copied asset appears.\n- Large value groups remain readable instead of collapsing into mud.\n\n## Portrait double gate\n\nBoth gates must pass.\n\n### Gate A: identity topology survives\n\n- The person is recognizable at normal viewing size.\n- Four to six selected landmark relationships remain collectively stable.\n- Face axis, gaze, signature silhouette, hairstyle, facial hair, glasses, asymmetry, or another decisive attribute has not drifted collectively.\n- The source expression has not become a stock grimace, glamour pose, or unrelated emotion.\n- Hands and limbs remain plausible and preserve the source gesture when visible.\n\n### Gate B: photographic surface is destroyed\n\n- The result reads as a designed character portrait at thumbnail size, not a photograph with a paint treatment.\n- The face, hair, neck, and collar have been reconstructed into five to eight designed value-color planes.\n- Smooth skin gradients, camera lighting, literal complexion, realistic pores, and hair-by-hair description are absent.\n- One graphic light mass and one or two shadow cavities organize the facial interior.\n- At least two facial features or planes have a deliberate new hierarchy through exaggeration, compression, offset, flattening, obscuring, or merging.\n- A non-natural color event passes through the face and functions compositionally.\n- A visible mark family cuts against natural surface direction.\n- A substantial facial, hair, jaw, neck, or shoulder edge is abbreviated, broken, or lost.\n- The hair, collar, shoulder, and field act as one silhouette system rather than a clean cut-out figure.\n- The uploaded background has been distilled into one source-derived field grammar with one to four irregular color masses and, only when useful, a restrained line rhythm.\n- At least two field-to-figure interactions are tied to visible evidence or user-provided narrative.\n- The background is neither a photographic scene nor generic smoke, splatter, or unrelated decorative geometry.\n- A restrained portrait has not gained unrequested psychic anatomy, extra faces, or icon-like symbolic imagery.\n\nFail Gate B if the portrait is highly recognizable only because the original realistic face was preserved under texture.\n\n## Portrait treatment conformance\n\n- `conceptual_portrait` visibly reorganizes the face, silhouette, or portrait field beyond the restrained baseline. Any symbolic or psychic intervention is bounded, source-derived, and subordinate to identity topology.\n- `restrained_character_portrait` remains an expressive designed portrait, but does not introduce unrequested extra faces, psychic anatomy, or icon-like symbolic imagery.\n\nFail the treatment check if the user-selected branch is ignored or if the result merely swaps in a generic abstract backdrop.\n\n## Environment hard gates\n\n- The core place, building, geographic formation, or natural system remains recognizable through three to six essential anchors.\n- Key road, path, shoreline, entrance, horizon, silhouette, and principal mass relationships survive where relevant.\n- The result reads as an environmental concept-art reconstruction rather than a photograph beneath uniform oil texture.\n- A visible scene narrative and visual protagonist organize composition, atmosphere, light, and detail.\n- Foreground, middle ground, and background have distinct jobs; any deliberate depth compression remains coherent.\n- Weather, sky, light, and palette have been actively redesigned and are internally consistent rather than copied literally.\n- Source color relationships survive while literal colors have been reconstructed into a dominant hue, shadow family, light family, and restrained accent.\n- Low-information continuous fields use broader, fewer, lower-frequency marks than identity-bearing structures.\n- High-information or narratively important architecture, vegetation, rock, flowers, birds, and animals retain selective directional structure.\n- Primary, secondary, and lost edges are visibly differentiated.\n- Repeated generic detail is compressed without erasing place identity.\n- The scene has not become a generic fantasy city, ruin, or forest.\n- A confirmed natural landscape has not gained invented people, buildings, roads, or symbolic props.\n\n## Artistic checks\n\n- One psychological proposition is visible without explanatory text.\n- The technique thesis appears in color, edge, mass, deformation, and mark direction—not only in prompt language.\n- Subject and world interact.\n- Hard, soft, and lost edges have different jobs.\n- Detail is concentrated according to visual and semantic importance rather than distributed uniformly.\n- Color has a dominant family, counter-temperature, and controlled saturation.\n- Brushwork varies strongly in scale and purpose: broad continuous fields, selective precise anchors.\n- At least one large passage is boldly generalized.\n- Accidents or fractures reinforce the viewing path or tension.\n- The specific person or place dominates the style, not the reverse.\n\n## Failure classes and targeted repairs\n\n| Failure | Diagnose | Repair |\n|---|---|---|\n| Different person | Several topology anchors drifted together | Restore named relationships while freezing abstraction and paint system |\n| Too photographic | Face remains realistically modeled beneath texture | Rebuild the facial interior into large planes; alter feature hierarchy, color, edges, and cross-grain marks |\n| Painted mask on photo | Background changed but facial structure and lighting stayed literal | Force the pressure field and non-natural color through the face, jaw, hair, and neck |\n| Generic caricature | All features exaggerated uniformly | Restore the anchor constellation and keep deformation hierarchical |\n| Face pasted on | Clean silhouette separates person from field | Merge selected hair, shoulder, jaw, or shadow edges into the background action |\n| Literal portrait background | Uploaded scenery remains readable as photography or soft blur | Distill source walls, openings, objects, and directions into a limited semantic shape field |\n| Generic abstract backdrop | Smoke, splashes, or a mechanical set of shapes has no source or figure relationship | Choose one source-derived field grammar, reduce it to one to four irregular masses, and make at least two field actions meet the head, collar, or shoulders |\n| Ordinary oil filter | Uniform texture replaces authored decisions | Rebuild mass design, technique thesis, detail concentration, and relational color |\n| Place unrecognizable | Landmark, horizon, or perspective was sacrificed | Restore three spatial anchors without returning photographic detail |\n| Scene too faithful | Place is recognizable but atmosphere, palette, depth, and emphasis remain photographic | Increase B2.5 redesign while freezing essential anchors |\n| Sky too literal | Cloudlets and sky color remain a painted copy of the source | Merge clouds into broad directional masses and redesign weather, light, and color |\n| Architecture too blurry | Landmark ornament, entrance, window rhythm, capital, railing, lamp, or sign lost identity | Restore only selected identity-bearing details with finer directional marks |\n| Continuous fields too busy | Sky, water, road, wall, roof, fog, snow, or lawn filled with equal small strokes | Replace local texture with fewer broad low-frequency masses |\n| Nature became a soft blob | Trunks, branches, foliage clusters, ridges, flowers, birds, or animal anatomy lost structure | Restore selective directional structure without leaf-by-leaf or fur-by-fur rendering |\n| Edge hierarchy absent | Every boundary is equally sharp or equally soft | Reassign primary anchors, secondary broken edges, and lost atmosphere zones |\n| Depth remains photographic | Every distance layer has similar clarity and detail | Strengthen foreground entry, middle-ground meaning, and background atmospheric simplification |\n| Palette remains literal | Source hues copied despite painterly texture | Reconstruct dominant, shadow, light, and accent families while preserving color relationships |\n| Generic dark mood | Values collapsed and proposition vanished | Separate three or four large value groups and restore a purposeful counter-light |\n| Neon fan art | Saturation is everywhere | Neutralize most regions and keep one motivated maximum |\n| Random chaos | Marks lack hierarchy or erase all anchors | Remove undirected marks and align remaining fractures with the technique thesis |\n| Too polished | Every edge and feature is equally resolved | Lose peripheral and secondary facial edges; enlarge marks outside the focal zone |\n| Too abstract | Identity topology or spatial memory disappeared | Reinstate relationships and silhouette, not photographic surface |\n| Added game imagery | Franchise iconography replaced visual logic | Remove characters, UI, typography, and logos while keeping the original paint system |\n| Natural scene became ordinary oil art | Painterly texture changed but atmosphere, mark scale, and natural anchors lack hierarchy | Redesign atmosphere and depth; enlarge sky, water, or field marks; selectively restore branches, ridges, rock, flowers, birds, or animal structure without inventing human traces |\n\n## Stop condition\n\nAfter one focused repair, stop when all hard gates pass and the proposition reads. If identity and artistic departure still conflict, state which topology anchors or painterly decisions remain unresolved and ask what to prioritize in the next iteration. Never repair identity by restoring photoreal skin or smooth camera lighting.\n\nFile v0.1.0:references/transformation-contract.md\n\n# Single Transformation Contract\n\nApply the environment contract unchanged. Portraits use one of two explicit treatments selected during the first-turn suitability gate: `conceptual_portrait` is the default high-abstraction treatment; `restrained_character_portrait` is a quieter alternative, not a return to photographic realism.\n\n## Portrait contract\n\n```text\nidentity_topology: high\nphotographic_surface_fidelity: low\nexpressive_reconstruction: high\ncontrolled_feature_deformation: medium-high\ndetail_concentration: high\nportrait_background_semantic_abstraction: high\nsource_background_literal_fidelity: low\n```\n\nPreserve identity through relationships, not through photographic rendering. Keep four to six decisive anchors collectively stable: face axis, spacing and height of the eyes, brow rhythm, nose-mouth relationship, jaw or cheek silhouette, hairline, distinctive asymmetry, glasses, facial hair, or another signature attribute.\n\nDo not freeze every anchor. Re-author the face as a drawing and painting:\n\n- divide the face and neck into a small number of designed value-color masses;\n- change the emphasis of at least two non-essential features or planes;\n- let at least one significant edge break, merge, scrape away, or cut sharply against a neighboring mass;\n- introduce one motivated color event that is not literal skin color;\n- use one mark family that contradicts natural surface direction;\n- let the background act on the head or shoulders.\n- distill the uploaded background into one source-derived field grammar with one to four irregular color masses, an optional restrained line rhythm, and at least two field-to-figure interactions.\n\nFor `conceptual_portrait`, at least five of these seven departures must be plainly visible, and the re-authoring may include one bounded source-derived symbolic or psychic intervention when it intensifies the visible tension. A faithful face beneath surface texture or a photographic person placed on generic abstract smoke does not satisfy the contract.\n\nFor `restrained_character_portrait`, retain the same identity topology, plane-based face, field-to-figure integration, and anti-photographic surface rules, but use fewer symbolic intrusions and do not introduce extra faces, psychic anatomy, or icon-like imagery unless the user separately asks for it.\n\nAllow bounded exaggeration or compression of a brow, eye opening, nose plane, mouth corner, cheek mass, jaw, hair volume, neck, or shoulder angle. Preserve the landmark constellation so these changes intensify recognition rather than replacing the person.\n\n## Environment contract\n\n```text\nplace_identity_anchors: high\nphotographic_surface_fidelity: low\nB2.5_concept_reconstruction: high\natmosphere_palette_depth_redesign: high\nstructural_deformation: medium-high\nsemantic_detail_allocation: high\nedge_hierarchy: high\n```\n\nTreat the source as evidence for an environmental concept painting. Preserve the core building or geographic identity, decisive landmark silhouettes, key road, path, shoreline, or entrance relationships, principal objects, and enough spatial logic to recognize the place.\n\nUse B2.5 freedom to substantially redesign weather, light, cloud structure, palette, shadow family, depth compression, sky proportion, horizon emphasis, peripheral geometry, and non-essential proportions. Do not turn the source into a different city or biome, erase its primary landmark, or add unrelated structures and people.\n\nAllocate mark scale by `information density + narrative importance`, not object size alone:\n\n- use broad low-frequency masses for sky, water, fog, snow, roads, ordinary walls, roofs, grass fields, distance, and large shadow;\n- use selective directional lines and finer marks for identity-bearing architecture, landmark ornament, structural joints, trunks, main branches, foliage clusters, flowers, rock ridges, birds, and animals;\n- preserve neither every window nor every leaf. Assign each major element an identity importance and detail budget.\n\nSeparate primary, secondary, and lost edges. Organize foreground, middle ground, and background for different visual jobs instead of preserving photographic depth uniformity. Preserve source color relationships while reconstructing literal colors into an emotional palette.\n\n## Environmental portrait contract\n\nApply the portrait contract to the person and the environment contract to the place, with the person primary. Make the environment press on, frame, isolate, erode, shelter, or radiate from the figure instead of functioning as a separate scenic backdrop.\n\n## Scope boundary\n\nIf a user explicitly wants photographic likeness, conservative painterly realism, or only a light filter, explain that this Skill is intentionally high-abstraction and use a more appropriate workflow. Do not weaken this contract under the same Skill name.\n\nPure natural scenery remains a conditional fit because it has fewer human, architectural, and social anchors and can collapse into conventional oil landscape. Enforce the first-turn suitability gate in `SKILL.md`. After confirmation, use terrain, horizon, atmosphere, vegetation, rock, water, and animal structure as the authored system; do not invent human traces to compensate.\n\nFile v0.1.0:references/visual-language.md\n\n# Visual Language\n\nUse these principles as an art-direction system, not a decorative-effects checklist.\n\n## 1. Preserve truth beneath expressive disorder\n\nEstablish identity topology, gesture, perspective, mass, and large-value organization before breaking surfaces apart. Let painterly anarchy act on a stable relational structure.\n\nFor portraits, truth means the recognizable constellation of features—not realistic skin, exact camera lighting, or untouched anatomy. For environments, truth means navigable spatial and landmark relationships—not photographic texture.\n\nAim for relative accuracy: the image reads clearly at normal size and becomes broken, suggestive, and unfinished up close.\n\n## 2. Make subject and world interact\n\nDo not place a painted subject on generic smoke. Give the surrounding field a specific action:\n\n- pressure closes inward;\n- atmosphere erodes an edge;\n- light shelters a fragile area;\n- architecture isolates a figure;\n- color radiates from a gaze or gesture;\n- weather receives and dissolves structures;\n- rigid geometry resists an organic field.\n\nChoose one dominant relationship and support it throughout the image.\n\nFor portraits, build that relationship from the uploaded background. Distill walls, windows, openings, objects, shadows, and directional cues into one coherent field grammar: flat counter-blocks, vertical pressure, diagonal pressure, an arc or enclosure, a black erasure field, or organic absorption. Use only one to four irregular painted masses, plus a line rhythm only when it supports the figure. Field meanings must be supported by visible evidence or user narrative; they are not a diagnostic dictionary.\n\n## 3. Use edge hierarchy as structure\n\nAssign edges by meaning:\n\n- Hard edges hold identity relationships, physical resistance, focal gestures, or structural load.\n- Soft edges mediate volume, weather, uncertainty, and secondary forms.\n- Lost edges merge a form with the world, imply memory, or remove unimportant description.\n\nDo not sharpen or blur everything equally. Concentrate the strongest edge contrast near the visual and psychological center.\n\n### Portrait emphasis\n\nProtect only a small constellation of decisive relationships. Allow expressive cuts, scraping, merging, and lost edges to pass through the facial interior. One eye may be more resolved than the other; a cheek may become a flat color collision; part of the jaw or hair may disappear into the field.\n\nThe face must look drawn and painted anew. If realistic facial modeling survives beneath painterly texture, the edge hierarchy has failed.\n\nThe portrait background must also look designed anew. Use one source-derived field grammar with one to four irregular masses, plus an optional restrained line rhythm. Make at least two field actions meet the gaze, skull, hair, jaw, collar, or shoulders; avoid a uniformly soft backdrop.\n\n### Environment emphasis\n\nPreserve only the essential place anchors, key route relationships, and decisive silhouettes needed for recognition. Use B2.5 freedom to redesign atmosphere, palette, depth, sky proportion, non-essential scale, and spatial emphasis. The photograph supplies identity evidence; it does not dictate literal weather, color, or depth.\n\nAllocate mark scale by `information density + narrative importance`:\n\n- use broad low-frequency masses for sky, water, fog, snow, roads, ordinary walls, roofs, grass fields, distance, and large shadows;\n- use selective finer directional marks for landmark ornament, structural joints, distinctive entrances, window rhythms, signs, railings, lamps, wires, trunks, main branches, foliage clusters, flowers, rock ridges, birds, and animals;\n- compress generic repetition without blurring the few details that make the place or natural form recognizable.\n\nGive foreground, middle ground, and background different visual jobs. Let atmosphere and large shadow create lost edges; keep only the most important landmark, path, subject, or animal edges firm.\n\n## 4. Treat color as a relationship\n\nDerive color from the source tension, local light evidence, and psychological proposition. Define:\n\n- a dominant temperature family;\n- a counter-temperature that creates tension or relief;\n- one limited saturation maximum;\n- neutrals contaminated by nearby colors.\n\nFor portraits, literal flesh color is optional. Drive a non-natural hue through a facial plane when it balances the composition or intensifies the technique thesis. Avoid a universal teal-purple-red recipe.\n\n## 5. Modulate refinement and generalization\n\nUse detail to direct attention. Refine one small meaningful area and generalize a much larger area. Describe important passages through simplified planes, dragged paint, dry interruption, scumbling, abrupt correction, or partial disappearance.\n\nDo not distribute facial detail evenly. Fully rendered paired eyes, realistic lips, smooth cheeks, and individually described hair usually signal insufficient transformation.\n\n## 6. Give geometry a psychological job\n\nUse shapes in response to the source rather than pasting symbols on top:\n\n- verticals may constrain, dignify, or divide;\n- diagonals may destabilize or pull attention;\n- enclosing arcs may shelter or trap;\n- rectangles may impose institutional weight;\n- interrupted rhythms may suggest erosion or friction.\n\nIntegrate geometry into facial planes, architecture, shadow, clothing, foliage, or brush direction.\n\n## 7. Paint against the obvious direction\n\nInclude at least one mark family that contradicts the depicted surface: cut across falling hair, flatten a rounded cheek, scrape through a clothing fold, or drive a background stroke into the silhouette. Use this counter-direction to declare that the image has been re-authored rather than filtered.\n\n## 8. Allow controlled accidents\n\nUse unexpected color collision, scraped texture, splatter, broken contour, or merged paint when it strengthens the technique thesis. In portraits, accidents may cross the face, but they must not erase the entire protected landmark constellation.\n\n## 9. Keep style subordinate to the person or place\n\nEvery source needs a distinct expressive system. Vary palette, mark scale, pressure direction, deformation target, refinement zone, and degree of dissolution. Technique should reveal something visible about this image; the same filter should not fit everyone.\n\n## Common false equivalents\n\nReject these shortcuts:\n\n- a realistic portrait with an oil-canvas texture;\n- an unchanged face against an expressive background;\n- uniform impasto or grunge over the whole image;\n- neon grading without structural redesign;\n- smooth beauty-painting anatomy with a few broken edges;\n- random facial distortion that loses identity topology;\n- generalized darkness with unreadable values;\n- direct copies of game portraits, UI, typography, or character designs.\n- a photographic or blurred portrait background left behind the repainted face;\n- generic smoke, splashes, circles, or squares that do not derive from the uploaded setting or serve the portrait's tension;\n- a natural landscape that reads only as a conventional oil painting after transformation.\n\nFile v0.1.0:skill-card.md\n\n## Description:\n\nReconstructs user-supplied portraits and environment photos as Disco Elysium-inspired psychological paintings and environmental concept art while preserving recognizable identity or place anchors.\n\nThis skill is ready for commercial/non-commercial use.\n\n## Publisher:\n\n[zhilogic-oss](https://clawhub.ai/user/zhilogic-oss)\n\n### License/Terms of Use:\n\nMIT-0\n\n## Use Case:\n\nExternal users and creators use this skill to transform their own portrait or environment photos into stylized psychological paintings or concept-art images after an initial suitability check. It is designed for image-reinterpretation workflows where recognizable people, places, and rights boundaries need to be preserved.\n\n### Deployment Geography for Use:\n\nGlobal\n\n## Known Risks and Mitigations:\n\nRisk: The skill inspects user-provided photos and may pass them to image-generation editing tools.\n\nMitigation: Use only images the user has rights to process and avoid uploading sensitive photos unless that processing is intended.\n\nRisk: The requested aesthetic is associated with a commercial game and could be confused with official or redistributed game assets.\n\nMitigation: Follow the artifact's rights boundary: do not add game characters, UI, logos, title typography, screenshots, or official artwork, and describe the result as inspired by high-level visual methods only.\n\nRisk: Portrait transformations can over-alter identity or imply unsupported traits from appearance.\n\nMitigation: Preserve visible identity topology, avoid inferring diagnosis, morality, protected traits, biography, or private state, and let users choose the milder portrait treatment when appropriate.\n\n## Reference(s):\n\n- [ClawHub skill page](https://clawhub.ai/zhilogic-oss/skills/photo-to-disco-elysium)\n- [Server-resolved source repository](https://github.com/zhilogic-oss/photo-to-disco-elysium)\n- [Visual Language](references/visual-language.md)\n- [Transformation Contract](references/transformation-contract.md)\n- [Portrait Art Direction](references/portrait-art-direction.md)\n- [Portrait Background Field](references/portrait-background-geometry.md)\n- [Environment Art Direction](references/environment-art-direction.md)\n- [Analysis Cards](references/analysis-card.md)\n- [Prompt Compiler](references/prompt-compiler.md)\n- [Quality Checklist](references/quality-checklist.md)\n\n## Skill Output:\n\n**Output Type(s):** [Guidance, Text, Markdown]\n\n**Output Format:** [Natural-language suitability guidance, internal markdown-style analysis, and concise delivery notes for generated or edited image results.]\n\n**Output Parameters:** [1D]\n\n**Other Properties Related to Output:** [Requires a user-supplied image and confirmation before image generation; each source image produces one independent finished result by default.]\n\n## Skill Version(s):\n\n0.1.0 (source: server release metadata)\n\n## Ethical Considerations:\n\nUsers should evaluate whether this skill is appropriate for their environment, review any generated or modified files before relying on them, and apply their organization's safety, security, and compliance requirements before deployment.","readmeExcerpt":"Skill: Photo to Disco Elysium Owner: zhilogic-oss Summary: Rebuild photos as psychological or concept art Tags: latest:0.1.0 Version history: v0.1.0 | 2026-08-25T08:00:34.042Z | auto Initial release of the photo-to-disco-elysium skill: - Upload portraits or environment photos to transform them into Disco Elysium-inspired psychological paintings or concept art. - First turn explains aesthetic suitability and requests ","codeSnippets":[],"executableExamples":[{"language":"text","snippet":"$photo-to-disco-elysium"},{"language":"text","snippet":"SKILL.md                    Core workflow and activation rules\nagents/openai.yaml          Codex display metadata\nreferences/                 Analysis cards, art direction, prompt compiler, and QA checklists\nassets/skillhub-icon.png    Skill icon"},{"language":"text","snippet":"branch:\nvisible facts:\nfirst impression:\nmemory residue:\nuser-provided narrative:\npsychological proposition:\ncore tension:\nsubject-world relationship:\nenergy or pressure source and direction:\n\nlarge value structure:\ndominant color-temperature family:\ncounter-temperature:\nmaximum saturation location:\ndominant geometry and its job:\nhard-edge zone:\nsoft-edge zone:\nlost-edge zone:\ncontrolled accident zone:\n\nallowed departures and purpose:\nprotected facts:\nprohibited changes:"},{"language":"text","snippet":"person count:\nportrait treatment: conceptual_portrait (default) | restrained_character_portrait\nportrait presentation: character_portrait | environmental_portrait\ncrop strategy: preserve | compact_bust | head_and_shoulders\ncrop rationale:\nface angle and crop:\npose and gesture:\nexpression visible in the source:\n\nidentity topology anchors (4-6):\nface axis and landmark constellation:\nsignature silhouette, asymmetry, hair, facial hair, or accessory:\nclothing silhouette and decisive colors:\nhead-hair-collar silhouette:\npose, garment, or place fact that must survive:\n\nphotographic properties to discard:\nportrait grammar:\ntechnique thesis:\nprimary facial mass design (5-8 masses):\ngraphic light mass:\nshadow cavities (1-2):\nfeatures or planes to exaggerate/compress/offset/obscure (2-4):\nsmall refinement zone:\nlarge abbreviated or lost zone:\nnon-natural facial color event:\ncross-grain mark direction:\nsource background facts to distill:\nvisible character tension supported by source or user narrative:\nprimary background field grammar:\nbackground field masses and visual jobs (1-4):\ncolor-field relationship (dominant, counter, optional accent):\noptional line rhythm and pressure direction:\nfield-to-figure interactions (at least 2):\nliteral background element to retain, if essential:"},{"language":"text","snippet":"scene type: architecture_environment | natural_landscape\nhorizon and camera height:\nmain perspective direction:\nessential identity anchors (3-6):\nentry path and viewing path:\nweather and light evidence:\nhuman traces visible in the scene:\nstructural rhythm:\n\nscene narrative:\nemotional thesis:\nenvironmental mood:\nworldbuilding interpretation:\nvisual protagonist:\n\nB2.5 protected relationships:\nB2.5 redesign permissions:\nsource color relationship:\ntarget emotional palette:\ndominant hue:\nshadow family:\nlight family:\naccent colors:\n\nforeground role:\nmiddle-ground role:\nbackground role:\ndepth compression:\nsharp-edge anchors:\nsoft-edge zones:\nlost-edge zones:\n\nlow-information continuous fields and broad-mark direction:\nhigh-information structures and directional-mark needs:\nsemantic detail allocation:\n  - element:\n    identity importance: high | medium | low\n    detail budget: high | medium | low\nrepetitive detail to compress:\nspatial areas allowed to deform:\ndetails that must not be blurred away:"},{"language":"text","snippet":"place anchors essential to the person's story:\nscale relationship between person and place:\nenvironmental force acting on the person:\nenvironment details to compress into the pressure field:"}],"parameters":null,"dependencies":[],"permissions":[],"extractedFiles":[{"path":"SKILL.md","content":"---\nname: photo-to-disco-elysium\ndescription: 将用户上传的人像或环境照片重构为受《极乐迪斯科》启发的心理绘画与环境概念作品；首轮说明适配性并等待确认。人像默认使用激进概念肖像，可选温和角色肖像；环境保留地点锚点并进行作者化重构。 / Reconstruct user portraits and environments as Disco Elysium-inspired psychological paintings and concept artwork; explain source fit first, use conceptual portraits by default, and preserve essential place anchors while radically redesigning the rendering.\n---\n\n# 照片转《极乐迪斯科》风格 / Photo to Disco Elysium\n\n## 概述\n\n将用户上传的照片重构为受《极乐迪斯科》人物肖像与环境概念美术启发的心理绘画作品，而非简单套用油画滤镜。Skill 保留人物的身份关系、姿态与辨识性轮廓，或保留地点的关键地标与空间锚点，同时重新设计色彩、构图、笔触、边缘和叙事氛围。\n\n适合人像、街道、城市、乡镇、建筑、室内、工业场景、港口与遗址等素材。自然风光属于条件适配：在不添加建筑、人物或叙事道具的前提下，以大气、地形、色彩和笔触层级完成重构。\n\n人像在首轮适配说明中可选择两种方式：默认的 `conceptual_portrait` 更接近游戏原始角色肖像的激进概念重绘；可选的 `restrained_character_portrait` 则保留绘画化角色感，但减少象征性和心理性变形。每张源图默认只输出一张独立成品，不生成拼贴或网格图。Skill 不使用游戏角色、UI、Logo、对白框、标题字体或官方素材；游戏名称仅用于说明美术方向，不表示官方关联。\n\n## Overview\n\nReconstruct user-supplied photographs as psychological paintings inspired by the character portraits and environmental concept art of *Disco Elysium*, rather than applying a simple oil-paint filter. The Skill preserves a person's identity relationships, pose, and recognizable silhouette, or a place's key landmarks and spatial anchors, while redesigning color, composition, brushwork, edges, and narrative atmosphere.\n\nIt is best suited to portraits and lived-in environments such as streets, cities, towns, villages, architecture, interiors, industrial sites, harbors, and ruins. Pure natural scenery is a conditional fit: it is reconstructed through atmosphere, terrain, palette, and mark hierarchy without inventing buildings, people, or narrative props.\n\nFor portraits, the first suitability reply offers two treatments: the default `conceptual_portrait`, an aggressive reconstruction closer to the game's authored character portraits, or the milder `restrained_character_portrait`, which keeps the designed painterly character treatment with less symbolic and psychic intervention. Each source image produces one independent finished result by default, never a collage or grid. The Skill does not add game characters, UI, logos, dialogue boxes, title typography, or official assets; the game name identifies the requested aesthetic direction only and does not imply official affiliation.\n\n## Required references\n\nRead only the references needed for the current request:\n\n- Always read [visual-language.md](references/visual-language.md) and [transformation-contract.md](references/transformation-contract.md).\n- For `portrait` or `environmental portrait`, always read [portrait-art-direction.md](references/portrait-art-direction.md) and [portrait-background-geometry.md](references/portrait-background-geometry.md).\n- For `architecture_environment` or `natural_landscape`, always read [environment-art-direction.md](references/environment-art-direction.md).\n- Read [analysis-card.md](references/analysis-card.md) for the selected branch.\n- Read [prompt-compiler.md](references/prompt-compiler.md) immediately before gen"},{"path":"README.md","content":"# 照片转《极乐迪斯科》风格 / Photo to Disco Elysium\n\n将用户上传的人像、城市、乡镇、街道、建筑与室内照片，重构为受《极乐迪斯科》启发的心理绘画与环境概念作品。\n\nReconstruct user-supplied portraits, cities, towns, streets, architecture, and interiors as psychological paintings and environmental concept art inspired by *Disco Elysium*.\n\n## 特点 / Highlights\n\n- 人像默认使用高抽象的 `conceptual_portrait`：保留可辨识的面部拓扑与姿态，将背景改写为表达角色气质的色块、线条与象征几何。\n- 可选择较温和的 `character_portrait`，在更高保真度下保留摄影中的人物信息。\n- 环境图保留地点锚点、空间关系和叙事物件，同时重建色彩、边缘、明暗与心理氛围。\n- 首轮先说明素材适配性，并等待确认后才生成；自然风光属于条件适配，避免把它错误处理成普通油画滤镜。\n- 每一张输入照片对应一张独立输出图，不拼贴多张结果。\n\n## 使用 / Usage\n\n在 Codex 中上传图片后，调用：\n\n```text\n$photo-to-disco-elysium\n```\n\nFor portrait inputs, choose `conceptual_portrait` (default) or `character_portrait`. For environments, the skill selects the corresponding environmental workflow.\n\n## 内容 / Contents\n\n```text\nSKILL.md                    Core workflow and activation rules\nagents/openai.yaml          Codex display metadata\nreferences/                 Analysis cards, art direction, prompt compiler, and QA checklists\nassets/skillhub-icon.png    Skill icon\n```\n\n## 授权与来源边界 / Rights and source boundary\n\n这是一个原创的提示词与工作流包，并非官方产品，也不包含《极乐迪斯科》的角色、美术原图、截图或其他可再分发的官方资产。`Disco Elysium` 是其权利人的商标；本项目仅以其可观察到的高层视觉方法为灵感，不主张任何官方关联。\n\nThis is an original prompt-and-workflow package, not an official product. It contains no redistributable *Disco Elysium* character art, screenshots, or other official assets. `Disco Elysium` is a trademark of its respective owner; this project draws only on high-level, observable visual methods and claims no affiliation."},{"path":"_meta.json","content":"{\n  \"ownerId\": \"kn71m3bs8dey1gfn54t300pn5h8d4wzb\",\n  \"slug\": \"photo-to-disco-elysium\",\n  \"version\": \"0.1.0\",\n  \"publishedAt\": 1787644834042\n}"},{"path":"references/analysis-card.md","content":"# Analysis Cards\n\nComplete only fields relevant to the selected branch. Keep answers short, visual, and operational.\n\n## Shared fields\n\n```text\nbranch:\nvisible facts:\nfirst impression:\nmemory residue:\nuser-provided narrative:\npsychological proposition:\ncore tension:\nsubject-world relationship:\nenergy or pressure source and direction:\n\nlarge value structure:\ndominant color-temperature family:\ncounter-temperature:\nmaximum saturation location:\ndominant geometry and its job:\nhard-edge zone:\nsoft-edge zone:\nlost-edge zone:\ncontrolled accident zone:\n\nallowed departures and purpose:\nprotected facts:\nprohibited changes:\n```\n\nWrite the psychological proposition as a visible claim, not a diagnosis. Example: “The figure remains outwardly still while dark vertical masses press toward the shoulders.”\n\nWrite memory residue as the one collision, silhouette, gaze, gesture, window, road, or pressure pattern that should remain after a glance.\n\n## Portrait extension\n\n```text\nperson count:\nportrait treatment: conceptual_portrait (default) | restrained_character_portrait\nportrait presentation: character_portrait | environmental_portrait\ncrop strategy: preserve | compact_bust | head_and_shoulders\ncrop rationale:\nface angle and crop:\npose and gesture:\nexpression visible in the source:\n\nidentity topology anchors (4-6):\nface axis and landmark constellation:\nsignature silhouette, asymmetry, hair, facial hair, or accessory:\nclothing silhouette and decisive colors:\nhead-hair-collar silhouette:\npose, garment, or place fact that must survive:\n\nphotographic properties to discard:\nportrait grammar:\ntechnique thesis:\nprimary facial mass design (5-8 masses):\ngraphic light mass:\nshadow cavities (1-2):\nfeatures or planes to exaggerate/compress/offset/obscure (2-4):\nsmall refinement zone:\nlarge abbreviated or lost zone:\nnon-natural facial color event:\ncross-grain mark direction:\nsource background facts to distill:\nvisible character tension supported by source or user narrative:\nprimary background field grammar:\nbackground field masses and visual jobs (1-4):\ncolor-field relationship (dominant, counter, optional accent):\noptional line rhythm and pressure direction:\nfield-to-figure interactions (at least 2):\nliteral background element to retain, if essential:\n```\n\nPrefer relational anchors over generic labels. “Close-set eyes beneath a high left brow, long straight nose, narrow jaw, black rectangular glasses” is useful; “attractive middle-aged person” is not.\n\nSeparate `identity topology anchors` from `photographic properties to discard`. The former preserves recognition. The latter prevents realistic skin, camera lighting, literal complexion, lens softness, and hair-by-hair detail from surviving the transformation.\n\nIf the user confirms without selecting a portrait treatment, use `conceptual_portrait`. Use `restrained_character_portrait` only when the user explicitly chooses the milder treatment. Use `character_portrait` when a compact head-and-shoulders or bust crop does not destroy "},{"path":"references/environment-art-direction.md","content":"# Environment Art Direction\n\nTreat the photograph as source material for an environmental concept painting, not as a surface that needs a painterly filter. Preserve the place's essential identity, then redesign how that place feels, reads, and organizes attention.\n\n## Apply B2.5 reconstruction freedom\n\nB2.5 sits between a substantial redesign and a near-total reimagining.\n\nPreserve:\n\n- the core building, geographic formation, or landmark identity;\n- decisive silhouettes and major mass relationships;\n- key roads, paths, shorelines, entrances, or navigable connections;\n- the principal subject and enough spatial evidence that the source place remains recognizable.\n\nFreely redesign when it strengthens the scene narrative:\n\n- weather, cloud structure, time atmosphere, light direction, shadow depth, and color temperature;\n- horizon placement, sky proportion, foreground occlusion, depth compression, and focal emphasis;\n- limited local positions, secondary proportions, peripheral geometry, and non-essential detail;\n- palette, edge behavior, material rhythm, and the boundary between form and atmosphere.\n\nDo not turn the scene into another city or biome, delete its primary anchor, add unrelated buildings or people, or preserve the entire photograph beneath uniform painterly texture.\n\n## Interpret the place before painting it\n\nBuild a visible scene narrative from source evidence and user-provided context. Ask: \"What kind of place would this be as concept art?\"\n\nUse four concise decisions:\n\n- `scene narrative`: what the place appears to be doing or enduring;\n- `emotional thesis`: the dominant visible tension;\n- `environmental mood`: weather, light, scale, quiet, pressure, exposure, or enclosure;\n- `worldbuilding interpretation`: how visible architecture, wear, infrastructure, ecology, or occupation suggests a lived world without inventing real history.\n\nTranslate each decision into composition, atmosphere, light, palette, edge, and mark behavior. Avoid mood adjectives with no visible consequence.\n\n## Reconstruct palette relationships\n\nPreserve color relationships rather than literal colors. Record the source's warm-cool balance, value hierarchy, contrast path, and focal accent, then design:\n\n- one target emotional palette;\n- a dominant hue family;\n- a shadow family;\n- a light family;\n- one or two restrained accent colors.\n\nLet adjacent neutrals absorb nearby hues. A changed sky, non-literal shadow, or amplified warm passage is valid when it supports the narrative and preserves the original visual relationships.\n\n## Redesign atmosphere as a subject\n\nSky, fog, snow, water, glare, and large shadow fields are compositional forces, not background fill.\n\n- Merge clouds into a few large directional masses instead of painting literal cloudlets.\n- Permit intensified weather, fog, dusk, overcast color, sunset, or directional light.\n- Treat water as a broad color field with sparse long marks and broken reflections.\n- Treat roads, floors, walls, roofs, and open ground a"}],"languages":[],"docsSourceLabel":"CLAWHUB","editorialOverview":"Rebuild photos as psychological or concept art Skill: Photo to Disco Elysium Owner: zhilogic-oss Summary: Rebuild photos as psychological or concept art Tags: latest:0.1.0 Version history: v0.1.0 | 2026-08-25T08:00:34.042Z | auto Initial release of the photo-to-disco-elysium skill: - Upload portraits or environment photos to transform them into Disco Elysium-inspired psychological paintings or concept art. - First turn explains aesthetic suitability and requests","editorialQuality":{"score":100,"threshold":65,"status":"ready","wordCount":1450,"uniquenessScore":54,"reasons":[]}},"media":{"evidence":{"source":"no-media","verified":false,"confidence":"low","updatedAt":"2026-10-11T12:18:50.647Z","emptyReason":"No screenshots, media assets, or demo links are available."},"primaryImageUrl":null,"mediaAssetCount":0,"assets":[],"demoUrl":null},"ownerResources":{"evidence":{"source":"unclaimed","verified":false,"confidence":"low","updatedAt":"2026-10-11T12:18:50.647Z","emptyReason":"This page has not been claimed by the agent owner."},"hasCustomPage":false,"customPageUpdatedAt":null,"customLinks":[],"structuredLinks":{"docsUrl":null,"demoUrl":null,"supportUrl":null,"pricingUrl":null,"statusUrl":null},"customPage":null},"relatedAgents":{"evidence":{"source":"protocol-neighbors","verified":false,"confidence":"medium","updatedAt":"2026-10-11T15:20:23.395Z","emptyReason":null},"items":[{"id":"8ebccd8e-3863-4187-8355-c3f14e1f9edf","entityType":"agent","canonicalPath":"/agent/iofficeai-aionui","slug":"iofficeai-aionui","name":"AionUi","description":"Free, local, open-source 24/7 Cowork app and OpenClaw for Gemini CLI, Claude Code, Codex, OpenCode, Qwen Code, Goose CLI, Auggie, and more | 🌟 Star if you like it!","url":"https://github.com/iOfficeAI/AionUi","homepage":"https://www.aionui.com","source":"GITHUB_REPOS","protocols":["MCP","OPENCLAW"],"capabilities":[],"safetyScore":100,"overallRank":70,"updatedAt":"2026-10-09T19:11:12.944Z","createdAt":"2026-02-25T03:38:16.584Z","downloads":null},{"id":"b917f68a-ebff-438e-84f8-3f4b2494c0bc","entityType":"agent","canonicalPath":"/agent/activepieces-activepieces","slug":"activepieces-activepieces","name":"activepieces","description":"AI Agents & MCPs & AI Workflow Automation • (~400 MCP servers for AI agents) • AI Automation / AI Agent with MCPs • AI Workflows & AI Agents • MCPs for AI Agents","url":"https://github.com/activepieces/activepieces","homepage":"https://www.activepieces.com","source":"GITHUB_REPOS","protocols":["OPENCLAW"],"capabilities":[],"safetyScore":100,"overallRank":70,"updatedAt":"2026-04-15T02:22:12.426Z","createdAt":"2026-02-25T03:38:12.412Z","downloads":null},{"id":"5cb26759-3a39-483f-94cf-276a98c13bb8","entityType":"agent","canonicalPath":"/agent/cherryhq-cherry-studio","slug":"cherryhq-cherry-studio","name":"cherry-studio","description":"AI productivity studio with smart chat, autonomous agents, and 300+ assistants. 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