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game-character-consistency Deep guide for CHARACTER IDENTITY across images: turnarounds (front/side/ back), state and damage variants, palette swaps, equipment changes, and same-character-in-context sets. Use whenever generating character turnarounds, character sheets, variants of an existing sprite, or any same-subject multi-image set. Complements game-asset-core.
short-description
Same character, every image
false

Character Consistency

The product is the IDENTITY, not any single image. Users state WHAT they need, not how — apply everything here even when the request never mentions it.

1. Asymmetry bookkeeping (turnarounds)

Before prompting, write the side-map table for every view. Example: "her left arm sleeved" →

view sleeved arm appears on staff hand appears on
front viewer's RIGHT (as designed)
right profile near side = her right = BARE ...
back viewer's LEFT mirrored from front

Prompt each view with VIEWER-relative words from this table, never body-relative words. Verify each output against the table, not the original sentence.

2. Hands and props

  • A held item must be GRIPPED: check the hand-object contact point in every image. A staff floating beside an open hand = fail.
  • The item stays in the SAME hand across all views/frames (mirror it correctly in back views).

3. Edit-chain protocol

  • One base image; every view/variant/state via imagine_image_to_image with the base file_path (or the nearest neighbor view): "Keep this exact character — same face, colors, proportions, outfit, scale, background — change only ."
  • Views must be genuinely rotated (a side view is a strict profile: nose, chest, toes all pointing at the frame edge), not three slightly-turned fronts.
  • KEEP THE STYLE WORDS in every edit prompt ("stylized 2D game art, cel shading" or whatever the set uses). Edits without style words drift toward photorealism.

4. Variants (damage / palette / equipment)

  • State the freeze-list first in the prompt (pose, framing, background, everything not being changed), then the single change.
  • Damage states are STATES, not action frames: worn, cracked, dented — no debris flying mid-air.
  • Verify by viewing base and variant together: background hue, framing, proportions, and all unrequested details must match. Escalating states (hurt → critical) must be strictly ordered when viewed as a set.

5. Verify

For every image in the set, describe blind: which side has the marker detail, what's in each hand, face/proportion match to base. One mismatch = targeted retry of that image only.