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layer-live-ops

layer-live-ops

github.com/layeraiOther70 installsUpdated today
Repository

About layer-live-ops

A workflow guide for generating live-ops game art variations from approved assets. It is intended for game artists creating item tiers, character upgrades, and seasonal reskins while preserving recognizable identity.

Key features

  1. 01Anchor variations to approved images
  2. 02Change one progression axis per tier
  3. 03Keep asset size and placement consistent
  4. 04Review tiers together as a chain
  5. 05Record approved file statuses

Use cases

  1. 01Create a sequence of weapon or item upgrades
  2. 02Build consistent currency or bundle ladders
  3. 03Make seasonal character and item reskins

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/layerai/skills --skill layer-live-ops

After installing, type/layer-live-opsin Claude Code to confirm it loaded.

Details

From the project README

Layer Live Ops

Overview

Live-ops art is variation on something the player already knows. A tier-three sword has to be recognisably the tier-one sword, a Halloween skin has to be recognisably the hero, and a currency pack has to sit on a ladder with its neighbours. The craft is holding identity constant while moving exactly one thing.

Every technique here drives a new image from an approved one, so the model filter that matters is image_editing: models that take a source image plus references and reproduce the subject. style_reference transfers a look only and will not hold the item. Generation mechanics and the spend gate are in the layer skill; designing the base asset is in layer-game-assets.

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.

Quick reference

JobInputsHold constant
Upgrade or evolutionBase tier as reference_image, previous tier as init_imageSilhouette, proportions, palette
Currency or bundle ladderSmallest pack as reference_imageCoin or gem design, light, angle
Character level-upApproved character as init_imageFace, build, colour identity
Seasonal or event reskinOriginal as init_image, theme in the promptSilhouette and gameplay read
Themed item batchTwo or three approved items as reference_imageRendering, outline, palette
A look that runs for monthsA trained reference set (layer-reference-sets)Everything above

Escalate one axis per tier

A tier that changes material, size, glow, and ornament at once reads as a different item. Decide the progression before generating and move one axis per step, in a fixed order the player learns:

  1. Material: wood, iron, steel, gold, crystal.
  2. Ornament: plain, banded, engraved, gem-set.
  3. Energy: no glow, faint glow, aura, particles.
  4. Scale or count: for bundles, a handful, a pile, a bag, a chest.

Write each tier's prompt as the delta: "the same sword, same shape and proportions, blade now steel with an engraved fuller; everything else unchanged". Rarity colours (common, rare, epic) are usually a frame or plate the UI adds, so leave them out of the item unless the game paints them on.

Anchor on two images, not one

Chaining each tier only off the one before it compounds drift; by tier five the sword is a different sword. Attach the base tier as reference_image to hold identity, and the previous tier as init_image to carry the escalation so far. init_image weight defaults to 0.5: raise it when the shape is wandering, lower it when the new material will not take.

Every approved output already has a file_id. Pass it straight in; never re-upload a generated asset.

Reskins

A seasonal skin changes surface, not structure. Pass the original as init_image and name what stays as well as what changes: "same character, same pose, same silhouette and proportions; outfit re-themed for a winter festival in red and white knitwear, fur trim, candy-cane staff in place of the spear". Gameplay readability outranks the theme: an enemy reskin must still read as that enemy at gameplay size, and a weapon must keep its outline so the player knows its range.

For an event set of many items, approve two or three first and attach them as references to the rest, the same way an icon set is extended in layer-game-assets. A game that ships an event every month should train the house style once and apply it, rather than re-anchoring every season.

One canvas for the whole chain

Items generated separately come back at different sizes and positions, and a store grid or upgrade screen shows the mismatch. Set output_fit on every run of a chain to the same canvas: "FIXED" width and height, with anchor: "CENTER" for icons or "BOTTOM_CENTER" for anything that stands, plus a little padding. Every tier then lands at one sprite size.

Review the chain, then mark it

Judge tiers side by side, never one at a time. compose_image lays the chain out in one row for review at no cost: a canvas as wide as the row, one layer per tier, each with width, height and a left anchor. Look for the step where identity broke, reroll that tier, and re-run the ones after it from the fixed one.

When a step is approved, record it: list_file_lifecycle_statuses for the workspace's status ids (workspaces rename them, so match by name), then set_file_lifecycle_status with the approved file_id values. Automated scoring against studio rules is layer-quality.

Worked example

"Five upgrade tiers of our wooden shield, for the forge screen."

  1. Tier one is the approved shipping shield; it has a file_id.
  2. list_base_models with filter.use_case: "image_editing" and filter.capabilities: {image_editing: true}; take the first result.
  3. Plan the axis per step: iron bands, steel face, engraved crest, gold trim with a faint glow.
  4. Price the job before the first run: tiers two to five share one input shape (two files, the same size), so one estimate times four. Over 20 CUs, ask and wait for an explicit yes.
  5. For each tier: tier one as reference_image, the previous approved tier as init_image, the prompt as a one-axis delta, output_fit: {canvas: "FIXED", width: 512, height: 512, anchor: "CENTER", padding: 24}, batch_size: 2. Poll at poll_interval_seconds, pick one, continue.
  6. compose_image the five tiers in a row and review them together. Reroll any tier that broke identity, then the tiers after it.
  7. set_file_lifecycle_status the five to the workspace's approved status.

Common mistakes

  • Changing material, glow, and ornament in the same tier.
  • Chaining each tier only off the previous one, so identity drifts.
  • style_reference instead of an image_editing model, so the item itself is not held.
  • A reskin that changes the silhouette, so players misread the enemy or weapon.
  • Tiers at different sizes and positions because output_fit was left off.
  • Reviewing tiers one at a time instead of as a chain.
  • Re-uploading approved outputs that already have a file_id.

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