higgsfield-character-design
Pre-production story-and-character development for Higgsfield projects — the upstream layer that decides WHAT to prompt before any model runs. Use when the user wants to build a character, design a world, develop a story or premise, create a character sheet / character bible / story bible, lock a visual style or 'visual DNA', plan a multi-shot narrative with consistent characters, or says things like 'help me design a character', 'build the world', 'I need a backstory', 'make this character consistent across shots', 'develop my film/series concept', or 'I keep getting generic AI characters'. Routes the locked outputs into higgsfield-prompt + the right model. Adapted from Higgsfield's official character-design framework by @vavavinca.
git clone --depth 1 https://github.com/OSideMedia/higgsfield-ai-prompt-skill /tmp/higgsfield-character-design && cp -r /tmp/higgsfield-character-design/skills/higgsfield-character-design ~/.claude/skills/higgsfield-character-designSKILL.md
# Higgsfield Character Design — Story Bible
The rest of this skill library answers *"how do I prompt this?"* This skill answers the question upstream of it: *"what am I prompting, and why this and not generic AI slop?"* It is the pre-production layer — premise, world, character, story, and a locked visual style — that you build **before** writing a single generation prompt, then hand off to `higgsfield-prompt` and the model guides.
> **Attribution.** The framework, worksheet structure, and the "world first" method are adapted from Higgsfield's official *Character Design* materials by **@vavavinca**. We reuse the *schemas and method*; all examples here are original. Credit Vinca when sharing.
## QUICK FACTS
*Routing aids — read the linked sections for the actual method.*
- **World first, always.** Lock the world before you cast a character; the world is the gravity that shapes who they have to become [→](#the-method-world-first)
- Six steps, each locks an output you do not revisit: Premise → World → Character → Story Spine → Style Sheet → hand-off [→](#the-method-world-first)
- The flagship artifact is the **9-Question Character Sheet** — thematic role, external/internal goal, psychological/moral need, wound, spark, silhouette, contradiction [→](#step-3-character-9-questions-the-web)
- The strongest anti-slop tool is the **Forbidden List** in the Style Sheet — naming what the world is NOT is often more useful than the palette [→](#step-5-style-sheet-visual-dna-forbidden-list)
- Specificity beats adjectives: if *any* character could say it, it's a stereotype; keep asking **"why?"** until the answer surprises you [→](#anti-generic-drills)
- Fillable worksheets live in `../../templates/character-design/` — hand them to the user or fill them together [→](#templates)
- This skill produces inputs; it does **not** generate. Hand the locked Visual DNA + character sheet to `higgsfield-prompt` [→](#step-6-hand-off-to-generation)
---
## The method: world first
A world is **a system of constraints**. Decide what the world will not let a character do, and you have decided who they have to become. So the order is not negotiable — each step locks an output the later steps depend on, and you don't loop back to relitigate it:
```
1. PREMISE one arguable sentence, no characters yet
2. WORLD six dimensions, filled before anyone is cast
3. CHARACTER 9 questions + a relationship web
4. STORY SPINE 10–20 beats, "therefore / but", never "and then"
5. STYLE SHEET palette + lighting + materials + a FORBIDDEN list (the Visual DNA)
6. HAND OFF feed the locked sheets into higgsfield-prompt + a model
```
The failure mode this prevents is the common one: open Higgsfield → generate a cool image → realize there's no story or consistency → quit. Build the bible first; the image is the *receipt*, not the recipe.
If the user arrives mid-stream ("I already have a character"), don't force them back to step 1 — locate where they are, check the upstream outputs exist (a character with no world is the usual gap), and fill the missing layer.
---
## Step 1 — Premise
One sentence, **no character names**. It states an arguable claim about people or the world, not a plot. Four fields, then a pressure test (worksheet: `../../templates/character-design/premise.md`).
1. **Theme statement** — a claim, not a logline. *"Belonging is something you build, not something you're owed."*
2. **What it argues** — the testable belief. *"People who wait to be chosen stay invisible."*
3. **The counter-argument** — the opposing truth the story must honor, *or the theme is propaganda.* *"Some people are kept out no matter what they build."*
4. **Emotional promise** — one word + one line. *"Defiance — the thrill of a door forced open."*
**Pressure test (all five):** compresses to ONE sentence (no "and", no semicolon) · contains NO character names · is arguable · has a real counter-argument · names a feeling, not just an event.
---
## Step 2 — World Sheet (six dimensions)
Fill **all six** before casting anyone (worksheet: `../../templates/character-design/world-sheet.md`). Each answer must be specific and must not change when characters arrive.
| Dimension | The question it answers | Original example |
|-----------|-------------------------|------------------|
| **Physical** | Look, sound, smell, climate, geography, architecture | "A tide-city built on stilts; the streets flood twice a day and everyone owns a boat before they own shoes." |
| **Social** | Who has power, how it passes | "Status is measured in dry land. The few who own ground above the tideline never have to row." |
| **Economic** | Currency, what's scarce, what people kill for | "Fresh water is the real currency; salt ruins everything, so sealed jars are inheritance." |
| **Ideological** | What's sacred, shameful, unspoken | "Drowning is shameful — it means you didn't read the water. Nobody says a drowned name aloud." |
| **Historical** | What everyone remembers or has forgotten | "The Great Surge took the old capital a century ago; half the city pretends it's coming back." |
| **Sensory** | The daily textures the body knows | "Rope-burned palms, the green smell of low tide, lantern oil, the constant give of a floor that moves." |
**Done check:** read it aloud — does it sound like *one* world (no contradictions)? Is every answer specific? Will it stay true once characters walk in? Lock it. See also [Hard vs soft worldbuilding](#hard-vs-soft-worldbuilding) for how knowable the rules should be.
---
## Step 3 — Character (9 questions + the web)
### The 9-Question Character Sheet
The framework's flagship artifact (worksheet: `../../templates/character-design/9-question-character-sheet.md`). Header: name, age, world, archetype. Then, in order — vague answers are the enemy; only *this* character should be able to give them:
1. **Thematic role** — what they prove or disprove about the premise. *"That belonging can be built — he builds a crew out of otGuided version bump — validate, tag, and create GitHub release
Run pre-release validation checks on all SKILL.md files and JSON databases
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Seedance 2.0 video prompt director. Converts plain-text scene descriptions into production-ready bilingual EN+ZH video prompts optimized for the Seedance 2.0 video generator. Handles action scenes (combat, pursuit, stunts), general scenes (landscapes, journeys, atmosphere), and dialogue scenes (confrontations, negotiations, interrogations). Use this skill whenever the user wants to create a Seedance video prompt, describes a scene for video generation, mentions Seedance, or asks for a cinematic scene breakdown.
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