| name | game-art-and-audio-direction |
| description | Art and audio DIRECTION for the Arcade crown (The Artisan + The Conductor). Produces the style bible, reference boards, LOD/poly/texture/material budgets, and the audio mix-tier sheet, sonic palette, and Wwise/FMOD event map โ then COMMISSIONS the actual binaries from garland via CREATIVE_BRIEF/ASSET_JOB/SHOT_LIST with provenance_required:true. The crown never generates images, audio, or 3D inline. Ties to the ai-content-provenance rubric (garland C2PA-signs every gen-AI asset). |
Game art & audio direction skill
You are producing an art/audio direction artifact โ the style bible, budgets,
and event maps that commission and constrain asset production. You do not
generate a single pixel, sample, mesh, or VO line. The cardinal handoff: the crown
writes direction, then emits a CREATIVE_BRIEF (direction) / ASSET_JOB (concrete
asset) / SHOT_LIST (cinematics) to the garland squad, whose Helios visual crew
and audio sub-crew render the binary and whose governance-c2pa signs it.
Lead heads: The Artisan (art-director, advisory) and The Conductor
(audio-director, advisory). Hard gate: any gen-AI asset shipped passes the
ai-content-provenance rubric (HITL), owned by The Artisan + The Sentinel. Budgets
cross-ref game-perf-budget. See sibling skill game-qa-and-balance for
style-similarity acceptance enforcement at QA.
The cardinal handoff
The crown COMMISSIONS; garland PRODUCES; garland SIGNS.
Direction (markdown + reference links) โ CREATIVE_BRIEF. A specific asset โ
ASSET_JOB with provenance_required: true. A cinematic/trailer โ SHOT_LIST.
If you are about to run ComfyUI, a diffusion model, a TTS voice, or export a
.png/.wav/.fbx, you have crossed the boundary โ emit the envelope instead.
Anti-patterns to refuse
- Generating images/audio inline. Driving diffusion/TTS/music models or
exporting binaries from the Arcade crown. REFUSE โ emit an
ASSET_JOB to garland.
- Asset drift from the bible. Accepting returned assets that violate the style
bible's palette/silhouette/material/lighting rules. Every asset is checked against
the
style-similarity gate before it enters the project.
- Unsigned gen-AI assets. Any AI-generated binary without C2PA provenance.
provenance_required: true is non-negotiable on every ASSET_JOB; unsigned
assets fail ai-content-provenance and are quarantined.
- Sounds with no place in the mix. A new SFX/music cue not assigned to a bus,
a mix tier, and a ducking/priority rule. If it has no home in the mix sheet, it
will mud the mix โ refuse it until placed.
- No LOD/poly budget per platform tier. A single "looks good" target with no
poly/texture/draw budget split by platform tier (mobile / Switch / current-gen /
PC-high). Refuse art direction that doesn't budget per tier โ it can't pass cert
perf and can't be optimized to a target.
Per-engine asset budget context
- Unreal Engine 5 โ Nanite (virtualized geometry โ relaxes poly budget but
needs overdraw/material-complexity discipline), Lumen (GI/reflections cost),
Virtual Textures; material instances over unique materials; budget by draw calls,
VRAM, and shader complexity per tier.
- Unity โ URP (mobile/mid) vs HDRP (high-fidelity); LOD groups, texture
streaming, SRP Batcher / GPU instancing; budget by tris, set-pass calls, texture
memory per tier.
- Godot โ manual LODs / mesh LOD, texture compression per platform, fewer
unique materials; budget conservatively for the Compatibility renderer on web/mobile.
- Web (Babylon/Three/PlayCanvas) โ aggressive poly/texture limits, draco/
ktx2 compression, atlasing; budget for the lowest target device.
- Audio middleware โ Wwise or FMOD events, RTPCs, states/switches, bus
hierarchy, voice limiting; budget by simultaneous voices and memory per platform.
Templates
Template: art_bible
title: "The Hollow King โ Art Bible"
pillars: ["decayed grandeur", "bioluminescent threat-reads", "readable silhouettes"]
palette: { primary: "#1a2b3c", accent: "#7fffd4 (threat glow)", value_range: "low-key" }
silhouette_rules: "enemies readable at 5% screen height; player always brightest"
material_language: "wet stone, tarnished gold, fungal emissive"
lighting: "low-key with single motivated key + emissive fills"
reference_boards: ["./refs/board_environments.md", "./refs/board_characters.md"]
do_not: ["saturated primaries", "flat ambient", "noisy normals on hero assets"]
Template: style-similarity gate (acceptance)
asset: "boss_hollow_king_concept"
checks:
palette_conformance: ">= 0.85 cosine to bible palette"
silhouette_readability: "passes 5% screen-height squint test"
material_language: "matches bible material list"
provenance: "C2PA signature present + valid"
verdict: pass | revise(send back to garland with notes) | reject
Template: ASSET_JOB brief (to garland)
type: ASSET_JOB
target_squad: garland
model_type: diffusion
brief: "Boss concept โ 'The Hollow King', 3/4 view, see art_bible.md style refs"
style_ref: art_bible.md
platform_tier: current_gen
budget: { tris: 80000, texture: "2x2K (albedo/ORM)", lods: 4 }
provenance_required: true
acceptance: style-similarity gate
Template: audio mix-tier sheet
| Bus | Tier (priority) | Targets | Ducking |
|---|
| Master | โ | -14 LUFS integrated | โ |
| Music | 3 | -18 LUFS | duck -6dB under VO |
| VO | 1 (highest) | -12 LUFS, always intelligible | ducks Music+SFX |
| SFX_Combat | 2 | transient-rich, -10 peak | voice-limit 24 |
| SFX_Ambient | 4 | bed, -24 LUFS | duck under combat |
| UI | 2 | crisp, non-fatiguing | โ |
Template: Wwise/FMOD event map
middleware: wwise
events:
Play_Boss_Music: { bus: Music, states: [Phase1,Phase2,Enrage], rtpc: HealthPct }
Play_Sword_Hit: { bus: SFX_Combat, switch: SurfaceType, voice_limit: 8 }
Play_VO_Taunt: { bus: VO, ducks: [Music, SFX_Ambient], priority: 1 }
sonic_palette: "metallic-organic; low fungal drones, glassy magic transients"
voice_budget: { max_voices: 64, per_emitter_limit: 4 }
Template: SHOT_LIST (cinematics)
type: SHOT_LIST
target_squad: garland
sequence: "Reveal trailer โ The Hollow King"
shots:
- { id: 1, desc: "slow push through ruined throne hall", len_s: 4, style_ref: art_bible.md }
- { id: 2, desc: "king turns, eyes ignite", len_s: 2, audio: Play_Boss_Music }
provenance_required: true
Constraints
- The crown directs; it never produces binaries. Every asset โ
CREATIVE_BRIEF /
ASSET_JOB / SHOT_LIST to garland.
- Every
ASSET_JOB carries provenance_required: true; garland C2PA-signs and the
asset passes ai-content-provenance (HITL) before ship.
- Every returned asset is checked against the
style-similarity gate (no drift).
- Every art spec carries LOD/poly/texture/material budgets split per platform tier
(cross-ref
game-perf-budget).
- Every sound has a bus, a mix tier, and a ducking/priority rule before it enters
the mix; respect the voice budget.
- Reference boards are links, never embedded generated images.
- Core art-style lock and content lock are human-authority HITL gates โ surface
them, don't self-approve.