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ClaudeWave
Skill21.5k repo starsupdated 22d ago

art-bible

The art-bible skill guides step-by-step creation of a visual identity specification document that defines all aesthetic standards for game asset production. Use this after game concept approval and before system mapping or full design document authoring to establish binding visual guidelines covering color palettes, character direction, environments, UI language, VFX style, and asset standards that ensure production consistency.

Install in Claude Code
Copy
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios /tmp/art-bible && cp -r /tmp/art-bible/.claude/skills/art-bible ~/.claude/skills/art-bible
Then start a new Claude Code session; the skill loads automatically.

SKILL.md

## Phase 0: Parse Arguments and Context Check

Resolve the review mode (once, store for all gate spawns this run):
1. If `--review [full|lean|solo]` was passed → use that
2. Else read `production/review-mode.txt` → use that value
3. Else → default to `lean`

See `.claude/docs/director-gates.md` for the full check pattern.

Read `design/gdd/game-concept.md`. If it does not exist, fail with:
> "No game concept found. Run `/brainstorm` first — the art bible is authored after the game concept is approved."

Extract from game-concept.md:
- Game title (working title)
- Core fantasy and elevator pitch
- Game pillars (all of them)
- **Visual Identity Anchor** section if present (from brainstorm Phase 4 art-director output)
- Target platform (if noted)

**Retrofit mode detection**: Glob `design/art/art-bible.md`. If the file exists:
- Read it in full
- For each of the 9 sections, check whether the body contains real content (more than a `[To be designed]` placeholder or similar) vs. is empty/placeholder
- Build a section status table:

```
Section | Status
--------|--------
1. Visual Identity Statement | [Complete / Empty / Placeholder]
2. Color Palette | ...
3. Lighting & Atmosphere | ...
4. Character Art Direction | ...
5. Environment & Level Art | ...
6. UI Visual Language | ...
7. VFX & Particle Style | ...
8. Asset Standards | ...
9. Style Prohibitions | ...
```

- Present this table to the user:
  > "Found existing art bible at `design/art/art-bible.md`. [N] sections are complete, [M] need content. I'll work on the incomplete sections only — existing content will not be touched."
- Only work on sections with Status: Empty or Placeholder. Do not re-author sections that are already complete.

If the file does not exist, this is a fresh authoring session — proceed normally.

Read `.claude/docs/technical-preferences.md` if it exists — extract performance budgets and engine for asset standard constraints.

---

## Phase 1: Framing

Present the session context and ask two questions before authoring anything:

Use `AskUserQuestion` with two tabs:
- Tab **"Scope"** — "Which sections need to be authored today?"
  Options: `Full bible — all 9 sections` / `Visual identity core (sections 1–4 only)` / `Asset standards only (section 8)` / `Resume — fill in missing sections`
- Tab **"References"** — "Do you have reference games, films, or art that define the visual direction?"
  (Free text — let the user type specific titles. Do NOT preset options here.)

If the game-concept.md has a Visual Identity Anchor section, note it:
> "Found a visual identity anchor from brainstorm: '[anchor name] — [one-line rule]'. I'll use this as the foundation for the art bible."

---

## Phase 2: Visual Identity Foundation (Sections 1–4)

These four sections define the core visual language. **All other sections flow from them.** Author and write each to file before moving to the next.

### Section 1: Visual Identity Statement

**Goal**: A one-line visual rule plus 2–3 supporting principles that resolve visual ambiguity.

If a visual anchor exists from game-concept.md: present it and ask:
- "Build directly from this anchor?"
- "Revise it before expanding?"
- "Start fresh with new options?"

**Agent delegation (MANDATORY)**: Spawn `art-director` via Task:
- Provide: game concept (elevator pitch, core fantasy), full pillar set, platform target, any reference games/art from Phase 1 framing, the visual anchor if it exists
- Ask: "Draft a Visual Identity Statement for this game. Provide: (1) a one-line visual rule that could resolve any visual decision ambiguity, (2) 2–3 supporting visual principles, each with a one-sentence design test ('when X is ambiguous, this principle says choose Y'). Anchor all principles directly in the stated pillars — each principle must serve a specific pillar."

Present the art-director's draft to the user. Use `AskUserQuestion`:
- Options: `[A] Lock this in` / `[B] Revise the one-liner` / `[C] Revise a supporting principle` / `[D] Describe my own direction`

Write the approved section to file immediately.

### Section 2: Mood & Atmosphere

**Goal**: Emotional targets by game state — specific enough for a lighting artist to work from.

For each major game state (e.g., exploration, combat, victory, defeat, menus — adapt to this game's states), define:
- Primary emotion/mood target
- Lighting character (time of day, color temperature, contrast level)
- Atmospheric descriptors (3–5 adjectives)
- Energy level (frenetic / measured / contemplative / etc.)

**Agent delegation**: Spawn `art-director` via Task with the Visual Identity Statement and pillar set. Ask: "Define mood and atmosphere targets for each major game state in this game. Be specific — 'dark and foreboding' is not enough. Name the exact emotional target, the lighting character (warm/cool, high/low contrast, time of day direction), and at least one visual element that carries the mood. Each game state must feel visually distinct from the others."

Write the approved section to file immediately.

### Section 3: Shape Language

**Goal**: The geometric vocabulary that makes this game's world visually coherent and distinguishable.

Cover:
- Character silhouette philosophy (how readable at thumbnail size? Distinguishing trait per archetype?)
- Environment geometry (angular/curved/organic/geometric — which dominates and why?)
- UI shape grammar (does UI echo the world aesthetic, or is it a distinct HUD language?)
- Hero shapes vs. supporting shapes (what draws the eye, what recedes?)

**Agent delegation**: Spawn `art-director` via Task with Visual Identity Statement and mood targets. Ask: "Define the shape language for this game. Connect each shape principle back to the visual identity statement and a specific game pillar. Explain what these shape choices communicate to the player emotionally."

Write the approved section to file immediately.

### Section 4: Color System

**Goal**: A complete, producible palette system that serves both aesthetic and
accessibility-specialistSubagent

The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.

ai-programmerSubagent

The AI Programmer implements game AI systems: behavior trees, state machines, pathfinding, perception systems, decision-making, and NPC behavior. Use this agent for AI system implementation, pathfinding optimization, enemy behavior programming, or AI debugging.

analytics-engineerSubagent

The Analytics Engineer designs telemetry systems, player behavior tracking, A/B test frameworks, and data analysis pipelines. Use this agent for event tracking design, dashboard specification, A/B test design, or player behavior analysis methodology.

art-directorSubagent

The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.

audio-directorSubagent

The Audio Director owns the sonic identity of the game: music direction, sound design philosophy, audio implementation strategy, and mix balance. Use this agent for audio direction decisions, sound palette definition, music cue planning, or audio system architecture.

community-managerSubagent

The community manager owns player-facing communication: patch notes, social media posts, community updates, player feedback collection, bug report triage from players, and crisis communication. They translate between development team and player community.

creative-directorSubagent

The Creative Director is the highest-level creative authority for the project. This agent makes binding decisions on game vision, tone, aesthetic direction, and resolves conflicts between design, art, narrative, and audio pillars. Use this agent when a decision affects the fundamental identity of the game or when department leads cannot reach consensus.

devops-engineerSubagent

The DevOps Engineer maintains build pipelines, CI/CD configuration, version control workflow, and deployment infrastructure. Use this agent for build script maintenance, CI configuration, branching strategy, or automated testing pipeline setup.