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skill CX Codex

layer-art-direction — Claude Code skill: what it does, how to install

Establishes visual style, color palettes, and storyboards before volume asset generation. It prevents wasted Creative Units on blind prompt rerolls.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add layerai/skills --skill layer-art-direction -a claude-code
Open on GitHub

What layer-art-direction does

The skill turns vague stylistic requests into concrete production parameters. Phrases like "retro" or "stylised" get replaced with specific physical markers: matte plastic, hand-painted brush textures, and distinct lighting setups. That removes ambiguity before image synthesis starts.

Work begins with a moodboard that tests one axis of variation at a time. Changing style, subject, and palette simultaneously makes it impossible to know which element the user actually liked. Storyboards follow an action-first rule: each panel must advance the beat, either compiled in a single image for short reviews or generated as separate frames for layer-video.

Actual generation runs through layer and layer-image. Without these sibling tools installed, the agent will prompt to add them via npx skills add layerai/skills --skill <name>.

What it helps with

  • turn vague visual adjectives into concrete prompt markers
  • build moodboards testing a single variation axis
  • sequence storyboard panels where each frame advances the beat
  • set value contrast rules for gameplay asset readability

Example prompts for the agent

  • Translate this retro sci-fi brief into exact visual markers and framing rules
  • Generate a moodboard testing four rendering styles for the main prop
  • Draft a five-beat storyboard sequence with separate shots ready for video

How to install layer-art-direction

1Skills CLI (Vercel)

npx skills add layerai/skills --skill layer-art-direction -a claude-code

2Manually: put the files in place

~/.claude/skills/layer-art-direction/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/layer-art-direction/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about layer-art-direction

How to install layer-art-direction in Claude Code?

Run npx skills add layerai/skills --skill layer-art-direction -a claude-code in your terminal. The skill file is placed at ~/.claude/skills/layer-art-direction/SKILL.md.

What does layer-art-direction do?

It establishes art direction, camera framing, and color rules before initiating volume generations. This locks in the visual look early instead of guessing via repeated rerolls.

Which dependencies or sibling skills are required?

Image and video generation rely on sibling skills like layer-image and layer-video. You can install missing dependencies with npx skills add layerai/skills --skill <name>.

Source text

SKILL.md · MIT
---
name: layer-art-direction
description: "Use when a Layer brief needs a direction before generating at volume: exploring a look with a moodboard, choosing between visual directions, storyboarding an ad, trailer or cutscene, pinning a colour palette, naming a style or era precisely, or framing a scene. Also when a brief is vague or generations keep missing an unstated intent. Keywords: art direction, moodboard, style exploration, storyboard, panels, beats, palette, composition, framing, era, reference."
license: MIT
---

# Layer Art Direction

## Overview

Most failed generation sessions are failed briefs. The user has a look in their head, the prompt
carries a fraction of it, and the fix gets attempted through rerolls that cost Creative Units and
converge on nothing. Direction is the cheap step that makes the expensive steps land.

Use this before volume generation, not instead of it. One or two cheap runs to agree a direction,
then everything else built on the approved result. Generation mechanics are in the `layer` skill and
prompt craft is in `layer-image`.

If a sibling skill named here is missing from your available skills, ask the user to install it
(`npx skills add layerai/skills --skill <name>`); unattended, proceed from tool schemas and flag the
gap.

## Name the style in production terms

Vague style words are the single largest source of drift. Translate the user's word into terms a
model can act on, and say the translation out loud so they can correct it.

"Stylised" is not a style. "Hand-painted with visible brush texture, soft edges, warm mid-tones, no
hard outlines" is. "Realistic" splits into photoreal, semi-realism, and stylised PBR, which look
nothing alike. "Cartoon" spans flat mid-century graphic shapes, thick-outlined modern TV animation,
and rubber-hose. "Retro" is meaningless without a decade.

Anchor an era with its concrete markers rather than its name: the colour combinations, materials,
typography, technology, and shape language of that decade. A prompt that says "1980s" gets a pastiche;
one that says "matte plastic, saturated primaries against beige, chunky rounded shapes, CRT glow"
gets the decade.

## Moodboards

A moodboard explores one concept across several directions in one image, for sign-off before
committing. Its value is the **axis of variation**, so state it: "the same hero prop rendered four
ways, from flat vector to painterly realism" is a moodboard. Four unrelated images are not.

Vary one axis at a time. A board that changes style, subject, and palette together cannot tell you
which change the user responded to, which is the entire point of making one.

Present the options and ask which direction to pursue. Then anchor everything after it to the chosen
one with `reference_image`, or train it if the project will run for months (`layer-reference-sets`).

## Colour

Constrain rather than describe. A named count and relationship does more than an adjective:
"three hues, muted teal and rust with a single warm accent" beats "vibrant colours".

Two game-specific rules survive every style. Readability first: gameplay-critical elements need value
contrast against their background, not just hue contrast, because hue alone fails for colourblind
players and at small sizes. And where colour carries meaning, such as a rarity ladder or a team
identity, it must stay consistent across every asset, which makes it a direction decision rather than
a per-prompt one.

## Framing

Shot grammar is meaning, not decoration. Camera height reads as power: below the subject makes it
imposing, above makes it vulnerable, level makes it neutral. Distance reads as intimacy. Lens
compression reads as realism or spectacle.

Say the shot in the prompt, every time. "Three-quarter view from slightly below, medium-wide" is a
decision; an unstated camera is the model's decision, and it will pick the average one.

## Storyboards

A storyboard is one beat per panel. The most common defect is panels that are pretty but do not
advance anything, so write the beats as a list first and check each one changes the situation.

Two ways to produce them, and the choice matters. **N panels in one image** keeps a consistent look
and is right for a quick read of a sequence, six or fewer beats. **N separate images** gives control
over each frame and is right when panels will become shots, since each becomes the `first_frame` of
its clip. Plan for the second when the board is heading for `layer-video`.

## Worked example

"We want a trailer for our game but we are not sure of the look."

1. Translate the brief. Ask what the game's tone is and turn their answer into production terms,
   reading the translation back for correction.
2. One moodboard run: one prompt, four directions along a single axis (rendering style), same
   subject, same palette. Cheap, under the gate.
3. They pick one. That image is now the anchor.
4. Write the beats as a list, confirm each advances the story, then storyboard as separate images,
   each attaching the anchor as `reference_image`.
5. Approve the panels, then animate each as `image_to_video` (`layer-video`) and assemble with
   `layer-video-timeline`.

## Common mistakes

- Generating at volume before a direction is agreed.
- Passing a vague style word through to the prompt untranslated.
- Varying several axes at once in a moodboard.
- Naming a decade instead of its concrete markers.
- Relying on hue contrast alone for gameplay-critical readability.
- Leaving the camera unstated.
- Storyboarding panels that look good but advance nothing.
- Putting panels in one image when each is destined to become a video shot.

© layerai · MIT · layerai/skills

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