What to fill in
| Bracket | What to put | Example |
|---|---|---|
| [asset types] | Every piece the event needs, with characters called by @. | "@Rosa, @Milo, an event logo, a lobby background, four reward icons" |
| [theme] | The event concept. | "a midsummer lantern festival" |
| [palette and atmosphere] | Colors and light. | "warm orange and deep indigo, glowing lanterns, dusk" |
When do you use it?
At the start of an event or feature, when everything is needed at once. The lobby background, the event logo, the hero art, the reward icons, the store banner. When five people make those separately, the event looks like five events. One pack keeps it one.
What breaks, and how do you fix it?
Assets don't match each other. Palette or rendering quality drifts from item to item.
- Send the agent references, not only words. A mood board and existing assets for palette and materials mean the pack starts from your look instead of a written description.
- Generate the hero asset first. Approve it, then use it as the reference for everything else.
- Save the pack's look as a skill. Follow-up assets for the event (a late banner, an extra icon) match the first batch.
Variations to try
Create a feature logo, a tutorial background, three UI icons and a store banner for a new fishing mini-game, cool blues and sandy yellows, bright morning light.
Using the attached key art as the reference for palette and style, create an event logo, a lobby background and six reward icons.
FAQ
How many assets can one pack include?
+
Keep the first request to the core five or six. Then expand from the approved hero asset so quality stays even.
What's the difference from Themed card set?
+
A card set is many images of the same type. An art pack is different types of assets that share one look.
Can the pack match my existing game?
+
Yes. Attach existing assets as references and pick your style with @.




