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Create a character

create_character

PAID (standard 1K: 60 credits; 2K: 100; 4K: 150; premium models may differ). Generate a NEW character from a text prompt. This is the entry point for building art from nothing — call create_project first if the user has no project. Artwork is strictly text-free by default: no labels, captions, lettering or pseudo-text; only specific intrinsic writing explicitly requested by the user is permitted. IMAGE ONLY: it produces the character still, not animations. Animation is a separate explicit step (generate_character_animation for a walk cycle, generate_character_turn for the 360 rotation), because animating costs several times more and the user should choose it. BY DEFAULT it requests FOUR DESIGN VARIATIONS FOR THE SAME PRICE, matching the dashboard. Set generateFourVariations:false only when the user explicitly wants one character. gridRows:2 + gridCols:2 remain the legacy trigger for the same four-character mode; one image call is split by complete character silhouettes, never fixed cells. Four is the expected count, but any result with at least two separate silhouettes succeeds; every clearly separated full character is preserved whether two, three, or more than four are found. Zero or one means the sheet was not extractable and refunds. Show the user every result and let them pick. Returns { jobId, expectedCharacterCount } — poll get_job; on status:"done" its characterIds and characterPreviews tell you which characters exist and what they look like. gameType defaults from the project but can be overridden for this character. Use topdown for the Top-Down Angled character pipeline, including characters intended for isometric projects. Passing isometric is accepted as an alias and creates a topdown character because that is the measured working directional pipeline. The STORED CHARACTER gameType — not the project gameType — controls every later animation and whether a user-facing 360 turn is available. A topdown character inside a platformer project therefore keeps the top-down directional pipeline and supports generate_character_turn. DEFAULTS TO A COST PREVIEW — see the dryRun argument.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
styleNoArt-style override. Omit to inherit the project's style — usually correct, since a project should look consistent.
dryRunNoDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits, then ask a normal confirmation question. Prefer the client's native question UI with Approve / Decline / Discuss choices when available; otherwise accept any unambiguous conversational approval. Never require a fixed phrase or ask the user to type a magic word. Only after approval, re-call with dryRun:false to actually spend.
promptYesWhat the character is, e.g. "a plague doctor with a lantern". Describe the subject, not the art style.
gameTypeNoCharacter perspective override. Omit to inherit the project. Use topdown for Top-Down Angled and isometric projects; isometric is mapped to topdown. The stored value controls later animation behavior and 360-turn eligibility.
gridColsNoLegacy equivalent of the default four-variation mode: set to 2 together with gridRows:2; extraction follows complete silhouettes.
gridRowsNoLegacy equivalent of the default four-variation mode: set to 2 together with gridCols:2. This is not cut geometry.
projectIdYesREQUIRED. The project the character belongs to — it supplies the default gameType and style.
imageModelNoOverride the image model. Omit unless the user asked for a specific one.
cameraAngleNoCamera elevation in degrees — only meaningful for angled top-down projects.
idempotencyKeyNoOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot double-dispatch.
characterImageSizeNoAspect ratio of the generated image. Omit for the game-type default.
referenceAssetUrlsNoURLs of existing images to steer the design. URLs only — base64 is rejected by the API.
generateFourVariationsNoDefaults to true, matching the dashboard: one image call produces four design variations for the cost of one. Set false only when the user explicitly requests a single character.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • addedInput schema / properties / prompt / maxLength
      Added value: +20000
  2. Changed1 schema field changed
    • changedInput schema / properties / dryRun / description
      Previous value: -"DEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an explicit yes for that amount, THEN re-call with dryRun:false to actually spend."New value: +"DEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits, then ask a normal confirmation question. Prefer the client's native question UI with Approve / Decline / Discuss choices when available; otherwise accept any unambiguous conversational approval. Never require a fixed phrase or ask the user to type a magic word. Only after approval, re-call with dryRun:false to actually spend."
  3. Changed3 schema fields changed
    • addedInput schema / properties / generateFourVariations
      Added value: +{
      +  "description": "Defaults to true, matching the dashboard: one image call produces four design variations for the cost of one. Set false only when the user explicitly requests a single character.",
      +  "type": "boolean"
      +}
    • changedInput schema / properties / gridCols / description
      Previous value: -"Legacy trigger: set to 2 together with gridRows:2 to request 4 variations; extraction follows complete silhouettes."New value: +"Legacy equivalent of the default four-variation mode: set to 2 together with gridRows:2; extraction follows complete silhouettes."
    • changedInput schema / properties / gridRows / description
      Previous value: -"Legacy trigger: set to 2 together with gridCols:2 to request 4 variations for the cost of one image. This is not cut geometry."New value: +"Legacy equivalent of the default four-variation mode: set to 2 together with gridCols:2. This is not cut geometry."
  4. Changed2 schema fields changed
    • changedInput schema / properties / gridCols / description
      Previous value: -"Set to 2 together with gridRows:2 to request 4 variations; cuts follow complete silhouettes, not quadrants."New value: +"Legacy trigger: set to 2 together with gridRows:2 to request 4 variations; extraction follows complete silhouettes."
    • changedInput schema / properties / gridRows / description
      Previous value: -"Set to 2 together with gridCols:2 to request 4 variations for the cost of one image. Logical extraction may preserve additional full characters."New value: +"Legacy trigger: set to 2 together with gridCols:2 to request 4 variations for the cost of one image. This is not cut geometry."
  5. Changed2 schema fields changed
    • changedInput schema / properties / gridCols / description
      Previous value: -"Set to 2 together with gridRows:2 for the 4-variation grid."New value: +"Set to 2 together with gridRows:2 to request 4 variations; cuts follow complete silhouettes, not quadrants."
    • changedInput schema / properties / gridRows / description
      Previous value: -"Set to 2 together with gridCols:2 for the 4-variation grid. Same cost as one image."New value: +"Set to 2 together with gridCols:2 to request 4 variations for the cost of one image. Logical extraction may preserve additional full characters."
  6. Changed2 schema fields changed
    • addedInput schema / properties / gameType
      Added value: +{
      +  "description": "Character perspective override. Omit to inherit the project. Use topdown for Top-Down Angled and isometric projects; isometric is mapped to topdown. The stored value controls later animation behavior and 360-turn eligibility.",
      +  "enum": [
      +    "platformer",
      +    "topdown",
      +    "topdown_overhead",
      +    "isometric",
      +    "point_and_click"
      +  ],
      +  "type": "string"
      +}
    • changedInput schema / properties / projectId / description
      Previous value: -"REQUIRED. The project the character belongs to — it supplies gameType and the default style."New value: +"REQUIRED. The project the character belongs to — it supplies the default gameType and style."
  7. First observed

TDQS

A4.9/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations only cover readOnlyHint/openWorldHint/idempotentHint/destructiveHint; the description adds substantial behavioral context beyond them: exact credit costs, text-free generation policy, image-only output, four-variation default extraction rules, refund on zero/one silhouettes, return shape { jobId, expectedCharacterCount }, polling expectations, and the dryRun cost-preview default. Nothing contradicts annotations, and it discloses side effects like spending and character persistence.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but every sentence carries critical operational detail (costs, extraction rules, dryRun flow, animation separation). It is front-loaded with cost and purpose. Slight room to tighten redundancy around the four-variation mode, but no filler; the density is justified by the tool's complexity.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 13-parameter tool with no output schema, the description covers all essential call aspects: prerequisites, cost/approval flow, output contract, polling, error/refund conditions, variation mechanics, and gameType's long-term effects. An agent has everything needed to decide, invoke, and interpret the result without supplemental documentation.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, but the description enriches many parameters: dryRun's confirmation flow and re-call pattern, gameType's topdown/isometric alias and stored-value consequences, gridRows/gridCols as legacy silhouette triggers rather than geometry, generateFourVariations default behavior, referenceAssetUrls rejecting base64, and idempotencyKey retry safety. This goes well beyond the baseline and materially improves correct invocation.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description explicitly states 'Generate a NEW character from a text prompt' and positions it as the entry point for building art from nothing. It distinguishes create_character from create_project (must come first), generate_character_animation, and generate_character_turn, making sibling differentiation clear.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description gives direct when-to and when-not-to guidance: call create_project first if no project exists, use separate animation tools only when the user explicitly wants animation because of cost, set generateFourVariations:false only on explicit user request, use topdown for isometric projects, and default to dryRun and ask for confirmation. These instructions remove ambiguity about routes and alternatives.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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