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scenario-thumbnails

Use when creating or revising finished video thumbnails or cover images with Scenario: game trailers, boss reveals, patch updates, devlogs, or community videos needing readable composition, exact headline text and consistent characters. Not for title ideas or critique alone, in-video title cards, or a generic image without a thumbnail deliverable.

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Scenario Thumbnails

Overview

Make a cover that communicates its subject at the size viewers actually see. The deliverable is a finished image at the requested dimensions, with exact supplied copy and preserved identities. Connection and the generation loop follow scenario; image/reference contracts follow scenario-image. Exact type uses scenario-text-overlay, placement specifications use scenario-formats, and a set that must share a look uses scenario-consistency. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

Resolve the destination, topic or title, supplied assets, exact copy, desired count and budget from the request. Ask only for missing decisions that affect the result. Do not invent a person, logo, testimonial or game feature to make the image more dramatic. Distinguish an approved character reference from a style example; the latter is not permission to substitute its people or branding.

Quick reference

BriefUseful compositionCheck before generating
Boss or encounter revealRecognizable threat and one readable actionSilhouette, scale relationship, approved character identity
Mechanic explanationOne clear action and its consequenceThe depicted mechanic exists in the supplied material
Patch or world updateNew feature as the focal subjectReleased versus proposed content; supplied facts
Progression or rewardVisible contrast between statesState labels and reward claims are supported
Creator-led devlogSupplied speaker and relevant game subjectWho appears, their reference and the actual topic
Storefront capsuleDestination-specific compositionApply scenario-formats; video-cover defaults do not define store rules

Choose a composition from the brief rather than forcing every game into large faces, photorealism or exaggerated reactions. When direction is open, propose a few meaningfully different concepts before spending; unattended, select the best-supported concept from the supplied brief, record that assumption and proceed within the authorized count and ceiling. If essential inputs or spending authorization are missing, report that blocker without generating. When the user has chosen a concept, execute it. Respect an exact variant count. Do not turn a single cover into an unsolicited batch.

From brief to prompt

Define the visual promise in one sentence: what the viewer will recognize or learn. Set one primary focal subject, supporting action and a quiet region for any requested copy. Choose a hierarchy that survives reduction, not a catalog of decorations. A split image is useful only when the brief is about a visible comparison; two subjects do not automatically require a split layout.

Size the copy region for the actual words rather than reserving half the frame by default. Compare compact line breaks and subject scale at the reduced preview; a large empty panel or a small focal character can weaken an otherwise editable cover. Check the announced change still reads at that size.

Describe the subject, action, composition, palette, medium and light in concrete terms. Name each reference's role and the features that must stay fixed. Keep provider-specific fields in the payload discovered through model_schema_get, not in a universal template. Use recommend for the capability and the user's need; use search for a model the user names. Avoid hard-coded generative model versions or quality tiers.

The target size and copy are contracts. Generate at a supported ratio and size, then use the documented resize route if exact export dimensions are unavailable. Do not silently crop a character or stretch the image to hit the numbers. Give exact supplied logos and text a deterministic placement path. Prefer a clean plate followed by scenario-text-overlay when words must match exactly; if the user explicitly requests integrated generated lettering, inspect it character by character and repair it through the supported edit/overlay route when needed. No supplied copy means no invented headline.

Worked example: a boss-fight devlog cover

The user supplies the approved moss-covered stone boss reference, requests one illustrated 1280x720 YouTube thumbnail and the exact headline "ONE HIT LEFT". The boss has two arms, one amber eye and no mouth. The chosen composition is the boss on the right, a small shield-bearing player below, and copy on the left. The authorized ceiling covers one generation and a bounded repair.

  1. Inspect the reference and record the identity invariants. Upload it via scenario if it is not already an asset. Preserve its approved illustration style and do not substitute a photographed person.
  2. recommend for txt2img with that brief: this is a new composition using a character reference, not a restyle of the reference's layout. Read model_schema_get on a suitable reference-taking member. Check supported ratio, reference count/cardinality, prompt limit and size before selecting the payload. Pass the reference as the schema's actual field, scalar or array as required; do not assume a source-image/strength editing contract. Use img2img when the task is to edit or restyle an existing composition.
  3. Prompt the approved boss and action with a clear left-side copy region. Keep the plate free of text and duplicate bosses. Price the payload with model_run and dry_run: true, then submit within the ceiling and wait on its existing job id using jobs_wait.
  4. Inspect the result against the boss reference before adding type. A changed eye count or silhouette needs a focused correction; adding text does not repair identity. Use the accepted plate for an edit when appropriate, preserving approved features rather than restarting the concept.
  5. Render the supplied headline as a transparent PNG card through scenario-text-overlay, then composite it over the plate with model_scenario-compose-image. That id is fixed rather than discovered because it is Scenario's single deterministic image compositor; it takes image layers only, so the words never pass through a model. Inspect the finished image, not just a browser preview. Land the exact output size through scenario-image/scenario-formats and read the returned dimensions.
  6. Review at 1280x720 and as a roughly 120-pixel-wide preview. The small preview is a stress test, not a universal platform standard. Check that the boss and shield still read, the headline is legible, and neither copy nor cropping covers the defining eye. Inspect the actual reduced image; requesting high resolution alone is not this test.
  7. Deliver the verified final image through asset_display and asset_download. Keep the clean plate, exact text, font/layout settings and source/output identifiers so a copy change can reuse the art. State any unresolved defect rather than silently marking a failed variant complete.

Review, revisions and common mistakes

For multiple outputs, give each concept or variant a stable label and retain its source roles, payload, job id and QA result. Pending outputs are waited on, not resubmitted. Retry only a failing output within the remaining ceiling. On revision, map the user's note to composition, identity, copy or export; reuse accepted layers and change only the requested part. A new headline normally needs a new overlay, not another image generation.

  • Treating a style example as the character source swaps identity without permission.
  • A sharp large image can still have an unreadable hierarchy at feed size.
  • Longer copy needs a layout decision, not automatic truncation or altered wording.
  • A logo is an asset to preserve, not a word to ask a model to spell.
  • Decorative UI, rewards and mechanics that were never supplied misrepresent the game.
  • Readability and reference fidelity are observable; click-through improvement is not established by a thumbnail review.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Handle review comments received on GitHub for the current branch's PR or a given PR number or URL, by triaging each unresolved thread, fixing what is warranted, pushing, and replying in each thread, when asked to address, fix or answer PR comments. Works in any Scenario repository.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Generate one short Conventional Commits squash message describing only the net diff between the PR's base and head, set its header as the PR title, validate it with the repository's commitlint and both copy its description to the clipboard and display it, when asked for a squash message. Works in any Scenario repository, whatever its default branch.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Refresh the current pull request description from its net changes, following the repository's PR template, when asked to update or write the PR summary. Works in any Scenario repository, whatever its default branch.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

scenario

無料

Use when connecting an AI agent to Scenario (scenario.com) through MCP, or when a task involves generating images, video, 3D, audio, sprites, textures, or game assets. Also when picking a Scenario model, running a LoRA, refining a generation prompt, uploading reference images, waiting on generation jobs, checking credits or quota, hitting Scenario auth, scope, or Forbidden errors, or setting up mcp.scenario.com in Claude Code, Cursor, VSCode, or another agent.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Use when generating or handling 3D assets through the Scenario MCP server, including text-to-3D or image-to-3D meshes, GPT-6 Astra 3D or Claude Opus 5.5 3D, GLB, FBX, OBJ, STL, or VOX files, PBR-textured or game-ready models, voxel models, multi-view reconstruction, retexture, remesh, UV unwrap, auto-rigging a biped or quadruped, or retargeting an animation, previewing a mesh in the inline 3D viewer, or downloading a model for import into Unity, Unreal, Godot, or Blender.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Use when generating navigable 3D worlds or Gaussian splat scenes on Scenario via MCP: text-to-world, image-to-world, a 360 panorama or skybox turned into a walkable splat, multi-view photos or a video walkthrough reconstructed as a splat, or one object photo to splat. Keywords: World Labs Marble 1.1, 1.1 Plus, 1.0 Draft, Hunyuan World, HY World, image-to-skybox, skybox-to-splat, multiview-to-splat, TripoSplat, gaussian splatting, 3DGS, spz, world generation, explorable scene, VR.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

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