算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
concept-art【设计与创意】Game concept art using ComfyUI for iterative visual development. Use when tasks involve generating concept art, character design sheets, environment paintings, storyboard frames, mood boards, color studies, prop design, or visual exploration for game development. Covers organized iteration workflows, prompt engineering for FLUX models, output naming …
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Iterative visual development using ComfyUI for concept art, character design, environment painting, storyboards, and visual exploration. This skill covers organized workflows for generating, iterating, and managing concept art across game projects.
ComfyUI runs on a GPU workstation accessible over the network (or locally).
| Detail | Value |
|---|---|
| Web UI | ${COMFYUI_BASE_URL} (default: http://localhost:8188) |
| API | ${COMFYUI_BASE_URL}/api |
| Models | FLUX 1 Schnell, FLUX 2 Klein (4B/9B), FLUX 2 Dev |
| Text encoders | CLIP, Mistral, Qwen 3 (4B/8B), T5 XXL |
| Output dir | Configured in ComfyUI settings (default: ./output/) |
Set the COMFYUI_BASE_URL environment variable to point to your ComfyUI instance. Defaults to http://localhost:8188.
VRAM guidelines: Adjust based on your GPU. A 12GB card can run FLUX 9B at 1024px comfortably; 1536px will push the limit. A 16GB+ card gives more headroom for larger models and resolutions.
| Model | Size | Speed | Quality | Best for |
|---|---|---|---|---|
| flux1-schnell | Fast | Fastest | Good | Rapid exploration, thumbnails |
| flux-2-klein-4b-fp8 | 4B | Fast | Good | Quick iteration, batch concepts |
| flux-2-klein-9b-fp8 | 9B | Medium | High | Refined concepts, hero images |
| flux2_dev_fp8mixed | Full | Slow | Highest | Final concept art, presentations |
Text encoders by quality tier:
POST ${COMFYUI_BASE_URL}/prompt
{
"prompt": { <workflow JSON nodes> },
"client_id": "agent-concept-art"
}
The workflow JSON is a node graph. Key nodes for concept art:
{
"1": {
"class_type": "CheckpointLoaderSimple",
"inputs": { "ckpt_name": "flux1-schnell.safetensors" }
},
"2": {
"class_type": "CLIPTextEncode",
"inputs": { "text": "your prompt here", "clip": ["1", 1] }
},
"3": {
"class_type": "CLIPTextEncode",
"inputs": { "text": "blurry, low quality, text, watermark", "clip": ["1", 1] }
},
"4": {
"class_type": "EmptyLatentImage",
"inputs": { "width": 1024, "height": 1024, "batch_size": 1 }
},
"5": {
"class_type": "KSampler",
"inputs": {
"model": ["1", 0],
"positive": ["2", 0],
"negative": ["3", 0],
"latent_image": ["4", 0],
"seed": 42,
"steps": 20,
"cfg": 7.0,
"sampler_name": "euler",
"scheduler": "normal"
}
},
"6": {
"class_type": "VAEDecode",
"inputs": { "samples": ["5", 0], "vae": ["1", 2] }
},
"7": {
"class_type": "SaveImage",
"inputs": { "images": ["6", 0], "filename_prefix": "concept/char_hero" }
}
}
GET ${COMFYUI_BASE_URL}/history/{prompt_id}
GET ${COMFYUI_BASE_URL}/view?filename={filename}&subfolder={subfolder}&type=output
POST ${COMFYUI_BASE_URL}/interrupt
Concept art is iterative. Follow this structured approach:
Generate many rough variants to find promising directions.
{project}/{category}_explore_{concept}_{number}Example exploration naming:
myproject/char_explore_survivor_00001.png
myproject/char_explore_survivor_00002.png
myproject/env_explore_ruins_00001.png
Take the best directions and iterate with better parameters.
{project}/{category}_refine_{concept}_{number}myproject/char_refine_survivor_00001.png
myproject/char_refine_survivor_00002.png
Polish selected concepts for presentation or handoff.
{project}/{category}_final_{concept}_{number}myproject/char_final_survivor_00001.png
output/
{project}/
characters/
char_explore_{name}_{NNNNN}.png
char_refine_{name}_{NNNNN}.png
char_final_{name}_{NNNNN}.png
char_sheet_{name}_{NNNNN}.png -- Character sheets
char_turnaround_{name}_{NNNNN}.png -- Turnaround views
environments/
env_explore_{name}_{NNNNN}.png
env_refine_{name}_{NNNNN}.png
env_final_{name}_{NNNNN}.png
env_mood_{name}_{NNNNN}.png -- Mood/lighting studies
storyboards/
sb_{scene}_{shot}_{NNNNN}.png -- Storyboard frames
sb_{scene}_layout_{NNNNN}.png -- Scene layouts
props/
prop_{name}_{NNNNN}.png
ui/
ui_{screen}_{NNNNN}.png
mood/
mood_{theme}_{NNNNN}.png -- Mood boards, color palettes
Use the filename_prefix parameter in ComfyUI's SaveImage node to route output to the right folder automatically.
{subject}, {style}, {composition}, {lighting}, {mood}, {medium}, {details}
| Direction | Keywords |
|---|---|
| Painterly | oil painting, visible brushstrokes, impressionistic, painterly |
| Clean digital | digital painting, clean lines, polished, concept art, artstation |
| Sketch | pencil sketch, rough, gestural, line art, hatching |
| Realistic | photorealistic, hyperdetailed, 8k, ray tracing |
| Stylized | stylized, cel shaded, low poly, flat color, graphic |
| Dark/gritty | dark fantasy, grimdark, muted palette, weathered, grungy |
| Vibrant | vivid colors, saturated, high contrast, colorful |
Always include quality negatives unless seeking a specific rough style:
blurry, low quality, jpeg artifacts, text, watermark, signature,
deformed, disfigured, bad anatomy, extra limbs, mutated
# Full body character sheet
"full body character concept art, {character description},
front view and side view, character sheet, white background,
clean design, game character, {style keywords}"
# Portrait / headshot
"portrait of {character description}, bust shot,
detailed face, {expression}, {lighting}, concept art, {style}"
# Action pose
"{character description}, dynamic action pose, {action},
{environment context}, dramatic lighting, concept art"
# Turnaround
"character turnaround sheet, {character description},
front view, three-quarter view, side view, back view,
orthographic, character design, white background"
# Establishing shot
"wide landscape, {environment description}, {time of day},
{weather}, {mood}, environment concept art, matte painting style"
# Key location
"{location type}, {architectural style}, {materials},
{lighting condition}, {mood}, game environment concept art,
detailed, atmospheric perspective"
# Color/mood study
"color key painting, {scene description}, {dominant colors},
{time of day}, {mood adjectives}, loose brushwork,
environment mood study"
# Cross-section / layout
"cross-section view of {building/structure}, interior layout,
cutaway illustration, architectural diagram, concept art"
# Single frame
"storyboard frame, {shot type}: {action description},
{camera angle}, cinematic composition, black and white sketch,
film storyboard style"
# Shot types: extreme wide, wide, medium, close-up, extreme close-up,
# over-the-shoulder, bird's eye, worm's eye, dutch angle
# Emotional beat
"cinematic frame, {character} {emotion/action},
{lighting mood}, dramatic, film still composition,
concept art, {color palette}"
# Weapon/tool
"{item type} design sheet, {description}, multiple angles,
orthographic views, detailed, game prop concept art,
white background, {material} surface"
# Inventory item
"game item icon, {item description}, isometric view,
stylized, clean rendering, game UI icon style"
| Use case | Sampler | Steps | CFG | Scheduler |
|---|---|---|---|---|
| Fast exploration | euler | 8-12 | 5-7 | normal |
| Standard quality | euler_ancestral | 20 | 7 | normal |
| High detail | dpmpp_2m_sde | 25-30 | 7-8 | karras |
| Maximum quality | dpmpp_2m_sde | 40-50 | 7 | karras |
| Consistent iteration | euler | 20 | 7 | normal |
| Format | Resolution | Use case |
|---|---|---|
| Square | 1024x1024 | Character portraits, icons, mood boards |
| Portrait | 832x1216 | Full-body characters, vertical environments |
| Landscape | 1216x832 | Environment establishing shots, panoramas |
| Wide | 1536x640 | Storyboard frames, cinematic compositions |
| Tall | 640x1536 | Vertical scenes, tower/cliff environments |
| Sheet | 1536x1024 | Character sheets, turnarounds, multi-view |
Keep dimensions divisible by 8. FLUX models work well at 1024-1536px range.
Generate the same seed with two different prompts to compare specific changes:
Same subject, different style keywords:
Same scene, different lighting:
When receiving a design brief (from the game-designer skill or director):
When presenting concepts to the director/operator:
For projects generating many images (100+ iterations):
filename_prefix for project/category groupingcurl ${COMFYUI_BASE_URL}/system_stats for health check.