scenario-labs/skills
Getting started
Connect the Scenario MCP server and learn the core generation loop every other skill builds on.
Finding a direction
Turn a blank brief into references, options someone can choose between, and a moodboard the next batch runs from.
Images
Generate and edit images: model choice, sizing, references, masked edits, post-processing tools, and letter-perfect text overlay cards.
Game art and 3D
Sprites, icons, tilesets, textures, skyboxes, 3D models, and walkable spaces for games, the web, and interactive scenes.
Video and audio
Video generation and editing, music, sound effects, voice, and speech.
Socials
Made for social feeds and chat apps: UGC-style creator videos, fan-cam reactions from a photo, trend reels recast with your own character, kinetic-typography lyric videos, and animated ChatGPT and Codex pets, new or updated.
Consistency and custom models
Hold one character, product, or style across a whole set, and train custom models on your own art.
Reviewing and organizing output
Read finished assets back: caption them, extract a style or a control map, check a batch against a brief or the Quality Gate, compare candidate models on one brief, and file the keepers.
Formats and placements
Ship one approved master, image or video, to every placement: ratios, safe zones, and platform specs from social feeds to shops, storefronts, and print.
Workflows and apps
Discover, run, build, and publish Scenario workflows (apps), and migrate graphs from Weavy, ComfyUI, or other node editors.
Troubleshooting
Get past a blocked generation, and turn a stuck session into a reproducible public issue.
Team administration
Govern a team from the agent: which models it can run, who is on it and in which projects, per-member spend caps, API key roles, and who spent what.
Image model families
The top image families in depth: generation and editing modes, reference rules, and the caps that differ per member.
Video model families
The top video families in depth: conditioning modes, native audio, editing and extension, and per-member caps and costs.
Audio model families
The top audio families in depth: music, covers and stems, sound effects, speech, dubbing, and video scoring.
3D model families
The top 3D families in depth: mesh generation, retexture and rigging toolchains, portraits, and explorable worlds and splats.
Expert tools: ZBrush
DCC software. A lead and eight specialists that drive Maxon ZBrush 2026 through its agent bridge: sculpting, characters and creatures, stylized work, hard surface, polypaint and renders, posing and 3D print, retopology and export, automation. The bridge was proven live; full live tests of every skill are still pending.
Expert tools: Blender
DCC software. A lead and thirteen specialists that drive Blender 5.2 through Python, headless or in a live session: sculpting, retopology, UVs and baking, shading, hair, rigging, animation, previs, blockouts for render-to-real video, Geometry Nodes, lighting, Grease Pencil, hard surface. Twelve test suites pass headless on Blender 5.2.1.
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scenario-blender-previs-storyboard
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scenario-blender-grease-pencil
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Expert tools: Maya
DCC software. A lead and ten specialists that drive Autodesk Maya 2027 through Python, batch or live: modeling, retopology and UVs, rigging, skinning, animation, groom, FX, look dev, Arnold lighting and rendering, pipeline scripting.
Expert tools: Unreal Engine
Game engine. A lead and nine specialists that drive Unreal Engine 5.8 on macOS through Editor Python, headless jobs, and Epic's Unreal MCP server: world building, materials, lighting and rendering, gameplay, animation, cinematics, VFX, pipeline automation, performance.
Expert tools: Unity
Game engine. A lead and thirteen specialists that drive Unity 6.3 LTS on macOS through batch mode, a live editor, and command-line builds: architecture, gameplay, 2D, animation, UI, VFX, shaders, rendering and lighting, world building, performance, mobile, Web, pipeline automation. Every procedure was run live in Unity 6.3.
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Expert tools: Godot
Game engine. A lead and thirteen specialists that drive Godot 4.7 on macOS through headless jobs, windowed captures, GUT and gdUnit4 tests, and command-line exports: architecture, gameplay, 2D, 3D worlds, animation, UI, VFX, shaders, rendering and lighting, audio, multiplayer, performance and export, pipeline automation. Every procedure was run live in Godot 4.7.2.