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art-bible

Author the Art Bible — visual identity gating asset production. Run before /map-systems.

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name
art-bible
description
Author the Art Bible — visual identity gating asset production. Run before /map-systems.
argument-hint
[--review full|lean|solo]
user-invocable
true
allowed-tools
Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/art-bible/../../hooks/yaml-helper.sh" resolve_config *)
model
sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density` Resolved above — use as-is; `--review` overrides `review_mode`. No block → defaults in `.claude/docs/config-resolution.md`. # Art Bible ## Phase 0: Parse Arguments and Context Check See `.claude/docs/director-gates.md` for the full check pattern. Individual gate definitions live in `.claude/docs/director-gates/[gate-id].md` — the spawned agent reads its own gate file; do not read it in the parent session. Every `AskUserQuestion` call follows `.claude/docs/automation-modes.md` (collaborative asks always · guided major-only · autonomous logs and proceeds; `automation_always_ask` categories always prompt). **`docs.density`** — it controls per-section *depth*, where `workflow` controls which sections exist. `modes.rigor` sets both together; set `docs.density` explicitly to vary depth alone: `terse` (the default, via `rigor: minimal`) = each section a bulleted list of constraints + references; `balanced` = paragraphs explaining each visual choice (`rigor: standard`); `thorough` = full prose including style explorations, references, and rationale per choice. Apply it to every section you author. **`workflow`** (see `.claude/docs/workflow-modes.md`): - `full` — all 9 art bible sections required. - `standard` — required only if visual asset stories exist in the project; sections 1–4 are the minimum when required. `workflow_overrides.art_bible_strict: true` forces all 9 sections regardless of tier. - `minimal` — not required. Can still be run voluntarily. Read `design/gdd/game-concept.md` — or `design/game-brief.md`, the one-page brief that replaces it at `rigor: minimal`. If neither exists, 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 (from the brief: working title, pitch, "Who it's for / what they feel" line and "Art & audio direction" line — it has no pillars, Visual Identity Anchor or platform): - 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, build the status table **without reading the document** — you are about to author only the *incomplete* sections, so loading the complete ones is loading exactly what you will not touch: ``` Grep pattern="^## " path="design/art/art-bible.md" output_mode="content" -n Grep pattern="\[To be designed\]|\[TBD\]|\[To be written\]|^_?TODO" path="design/art/art-bible.md" output_mode="content" -n ``` - The first grep gives the section headings and their line numbers — the gap between consecutive headings is that section's size. - The second gives placeholder markers and where they fall. - A section is **Complete** if it has substantive distance to the next heading and no placeholder marker inside it; **Placeholder** if a marker falls in its range; **Empty** if consecutive headings sit adjacent. - Where the two greps leave a section genuinely ambiguous, read *that section's* line range with `Read(offset, limit)` — never the whole file. - Build a section status table: ``` Section | Status --------|-------- 1. Visual Identity Statement | [Complete / Empty / Placeholder] 2. Mood & Atmosphere | ... 3. Shape Language | ... 4. Color System | ... 5. Character Design Direction | ... 6. Environment Design Language | ... 7. UI/HUD Visual Direction | ... 8. Asset Standards | ... 9. Reference Direction | ... ``` - 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. The first approved section creates the file from `.claude/docs/templates/art-bible.md`, whose nine `## N. Name` headings are the ones retrofit mode reads — ask first: "May I create `design/art/art-bible.md` from the art bible template?" Each approved section then replaces its own `[To be designed]` line with `Edit`; keep the headings as the template has them. **A section's approval names its write.** Every section is approved through an `AskUserQuestion` whose approving option is `[A] Lock this in and write it to design/art/art-bible.md` (Section 1's full option list is below). Choosing it is the approval to write that section; no section is written without it, fresh or retrofit. Extract performance budgets and the engine for asset standard constraints: read `performance.*` and `engine.name` from `project.yaml`; for any key absent or empty (including when `project.yaml` has no `performance` or `engine` block), fall back to `.claude/docs/technical-preferences.md`. --- ## 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` **Mark the option the resolved `workflow` tier actually requires as (Recommended), and say why** — the tier already decides this and the user should not have to know the tier table to answer: - `full` → **Full bible** — all 9 sections are required at this tier. - `standard` → **Visual identity core (sections 1–4 only)** — that is the documented minimum when an art bible is required at all. Say: "Sections 1–4 are what `standard` requires; 5–9 are available if you want them." - `minimal` → no art bible is required. Say so before asking, and offer sections 1–4 as the useful-if-you-want-it option rather than defaulting to 9. - `workflow_overrides.art_bible_strict: true` → **Full bible** regardless of tier. This is the single biggest cost lever in this skill: every authored section carries a specialist spawn, so authoring 9 sections where the tier requires 4 more than doubles the run for artifacts nothing downstream will check. - 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." **Author only the sections in the chosen scope.** Phases 2–4 run only the sections inside it — for `Resume`, the Empty and Placeholder rows of the retrofit table — and skip every other section, and any phase left with none. Phase 6 names each section not authored this run and why. --- ## 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. > **Spawn policy for this phase.** Section 1 is delegated on its own — it is > foundational and the user chooses between anchor directions before anything > else can build on it. Sections 2–4 are then delegated in **one** `art-director` > call, not three: they are the same agent receiving the same inputs (Visual > Identity Statement + pillars), and mood, shape and colour are interdependent — > an art director defines them together, not in isolation. Three separate calls > re-sent the same context three times and asked the agent to reason about > colour without knowing the shape language it had just written. > > **This is not reduced specialist involvement** — every section is still > authored by the specialist, which is the point `.claude/docs/effects-map.md` > makes about art-bible delegation being mandatory. It is one call instead of > three for the same three sections. Per-section user approval and > write-to-file-immediately are unchanged. ### 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 `Agent`: - 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. (From a one-page brief, which has no pillars, anchor them in its pitch and "what they feel" line.)" Present the art-director's draft to the user. Use `AskUserQuestion`: - Options: `[A] Lock this in and write it to design/art/art-bible.md` / `[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 for Sections 2–4 — one call, issued here.** Spawn `art-director` via `Agent` with the locked Visual Identity Statement and pillar set, and ask for all three sections in a single brief: 1. **Mood & atmosphere** — "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." 2. **Shape language** — "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." 3. **Colour system** — "Design the color system for this game. Every semantic color assignment must be explained — why does this color mean danger/safety/reward in this world? Identify which color pairs might fail colorblind players and specify what backup cues are needed." Require the three to be **mutually consistent** — the palette must serve the mood targets and the shape hierarchy — and returned as three separately labelled blocks so each can be approved and written on its own. Then present **Section 2** to the user, approve it, and write it to file immediately before moving to Section 3. Do not present all three at once: the batching is in the delegation, not in the review. ### 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?) **Draft source**: the Sections 2–4 delegation issued under Section 2 — use the shape-language block it returned. Do not spawn again. Write the approved section to file immediately. ### Section 4: Color System **Goal**: A complete, producible palette system that serves both aesthetic and communication needs. Cover: - Primary palette (5–7 colors with roles — not just hex codes, but what each color means in this world) - Semantic color usage (what does red communicate? Gold? Blue? White? Establish the color vocabulary) - Per-biome or per-area color temperature rules (if the game has distinct areas) - UI palette (may differ from world palette — define the divergence explicitly) - Colorblind safety: which semantic colors need shape/icon/sound backup **Draft source**: the Sections 2–4 delegation issued under Section 2 — use the colour-system block it returned. Do not spawn again. Write the approved section to file immediately. --- ## Phase 3: Production Guides (Sections 5–8) These sections translate the visual identity into concrete production rules. They should be specific enough that an outsourcing team can follow them without additional briefing. ### Section 5: Character Design Direction **Agent delegation for Sections 5–6 — one call, issued here.** Both sections were separate spawns of the **same agent with the same input** (`sections 1–4`), which is pure duplication: the second call re-sent the whole visual identity to an agent that had just been given it. Spawn `art-director` once with sections 1–4 and ask for both: 1. **Character design direction** — "Cover: visual archetype for the player character (if any), distinguishing feature rules per character type (how do players tell enemies/NPCs/allies apart at a glance?), expression/pose style targets (stiff/expressive/realistic/exaggerated), and LOD philosophy (how much detail is preserved at game camera distance?)." 2. **Environment design language** — "Cover: architectural style and its relationship to the world's culture/history, texture philosophy (painted vs. PBR vs. stylized — why this choice for this game?), prop density rules (sparse/dense — what drives the choice per area type?), and environmental storytelling guidelines (what visual details should tell the story without text?)." Require characters and environments to be **legible against each other** — a character silhouette must read against the environment texture density the same brief defines. Return two separately labelled blocks. Present **Section 5** first, approve, write to file, then Section 6. ### Section 6: Environment Design Language **Draft source**: the Sections 5–6 delegation issued under Section 5 — use the environment block it returned. Do not spawn again. Write the approved section to file. ### Section 7: UI/HUD Visual Direction **Agent delegation**: Spawn in parallel: - **`art-director`**: Visual style for UI — diegetic vs. screen-space HUD, typography direction (font personality, weight, size hierarchy), iconography style (flat/outlined/illustrated/photorealistic), animation feel for UI elements - **`ux-designer`**: UX alignment check — does the visual direction support the interaction patterns this game requires? Flag any conflicts between art direction and readability/accessibility needs. Collect both. If they conflict (e.g., art-director wants elaborate diegetic UI but ux-designer flags it would reduce combat readability), surface the conflict explicitly with both positions. Do NOT silently resolve — use `AskUserQuestion` to let the user decide. Write the approved section to file. ### Section 8: Asset Standards **Agent delegation**: Spawn in parallel: - **`art-director`**: File format preferences, naming convention direction, texture resolution tiers, LOD level expectations, export settings philosophy - **`technical-artist`**: Engine-specific hard constraints — poly count budgets per asset category, texture memory limits, material slot counts, importer constraints, anything from the performance budgets (`performance.*` in `project.yaml`, falling back to `.claude/docs/technical-preferences.md`) If any art preference conflicts with a technical constraint (e.g., art-director wants 4K textures but performance budget requires 2K for mobile), surface the conflict explicitly with both positions — the ideal and the constrained standard, and the tradeoff. Do NOT silently resolve it — use `AskUserQuestion` to let the user pick (options: the ideal standard, the constrained standard, or document both and let per-asset judgment apply). Ambiguity in asset standards is where production costs are born. Write the approved section to file. --- ## Phase 4: Reference Direction (Section 9) **Goal**: A curated reference set that is specific about what to take and what to avoid from each source. **Agent delegation**: Spawn `art-director` via `Agent` with the completed sections 1–8. Ask: "Compile a reference direction for this game. Provide 3–5 reference sources (games, films, art styles, or specific artists). For each: name it, specify exactly what visual element to draw from it (not 'the general aesthetic' — a specific technique, color choice, or compositional rule), and specify what to explicitly avoid or diverge from (to prevent the 'trying to copy X' reading). References should be additive — no two references should be pointing in exactly the same direction." Write the approved section to file. --- ## Phase 5: Art Director Sign-Off **Review mode check** — apply before spawning AD-ART-BIBLE: - `solo` → skip. Note: "AD-ART-BIBLE skipped — Solo mode." Then record the skip (below) and proceed to Phase 6. - `lean` → skip (not a PHASE-GATE). Note: "AD-ART-BIBLE skipped — Lean mode." Then record the skip (below) and proceed to Phase 6. - `full` → spawn as normal. On either skip, ask "May I record the skipped sign-off in `design/art/art-bible.md`'s header?" and, on yes, replace the header's `> **Art Director Sign-Off (AD-ART-BIBLE)**: [Not yet reviewed]` with `> **Art Director Sign-Off (AD-ART-BIBLE)**: SKIPPED [date] — [solo|lean] mode` — the gate accepts either form as a recorded sign-off. After all sections are complete (or the scoped set from Phase 1 is complete), spawn `art-director` via `Agent` using gate **AD-ART-BIBLE** (`.claude/docs/director-gates/ad-art-bible.md`). Pass: the art bible path (`design/art/art-bible.md`); the game pillars and core fantasy; the platform and performance constraints (`platform.*` and `performance.*` from `project.yaml`, falling back to `.claude/docs/technical-preferences.md`); and the visual identity anchor. When Phase 0 read the one-page brief, pass its pitch and "what they feel" line as the pillars and fantasy, and its "Art & audio direction" line as the anchor. Handle verdict per standard rules in `director-gates.md`. On `Revise flagged items`, or to resolve a REJECT, the section's own specialist — `art-director`, with `ux-designer` for Section 7 and `technical-artist` for Section 8 — re-drafts each flagged section, which is then presented, approved and written like any other section before `REVISED [date]` is recorded. A `NOT ASSESSED` answer is never an approval: name the missing input, then supply it and re-run the gate, or record `NOT ASSESSED`. Record the verdict in the art bible's status header: `> **Art Director Sign-Off (AD-ART-BIBLE)**: APPROVED [date] / CONCERNS (accepted) [date] / REVISED [date] / NOT ASSESSED [date] — [missing input]` --- ## Phase 6: Close First, name each of the nine sections not authored this run and why — outside the chosen scope, or already complete — e.g. *"Not authored this run: sections 5–9 (outside the chosen scope; `standard` requires 1–4)."* A run that stopped after Section 4 must not read like a finished bible. Before presenting next steps, check project state: - Does `design/gdd/systems-index.md` exist? → map-systems is done, skip that option - Is an engine configured — `engine.name` present in `project.yaml`, or a configured Engine field (not `[TO BE CONFIGURED]`) in `.claude/docs/technical-preferences.md`? → setup-engine is done, skip that option
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