art-bible
Skill17 starsChanged 2 months agoMITView on GitHub
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after $brainstorm is approved and before $map-systems or any GDD authoring begins.
We split this skill into the rules it gives an agent
24 rules. 7 are common, 8 are distinctive, and 9 are very specific to this project.
7
Common
Most of the 11 edited versions we read keep these.
8
Distinctive
This author's own choices. Worth a look.
9
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 9
If --review [full|lean|solo] was passed → use that
- Very specific: line 15
Read design/gdd/game-concept.md.
- Common: line 26
Read it in full
- Common: line 46
Only work on sections with Status: Empty or Placeholder.
- Common: line 48
If the file does not exist, this is a fresh authoring session — proceed normally.
- Very specific: line 50
Read .codex/studio/technical-preferences.md if it exists — extract performance budgets and engine for asset standard constraints.
- Distinctive: line 58
Ask the user directly with two tabs:
- Common: line 64
If the game-concept.md has a Visual Identity Anchor section, note it:
- Common: line 77
If a visual anchor exists from game-concept.md: present it and ask:
- Common: line 89
Write the approved section to file immediately.
- Common: line 144
Write the approved section to file.
- Very specific: line 191
After all sections are complete (or the scoped set from Phase 1 is complete), spawn creative-director as a Codex subagent using gate …
- Distinctive: line 202
Before presenting next steps, check project state:
- Distinctive: line 207
Do GDDs exist (check above)?
- Distinctive: line 209
Ask the user directly for next steps.
- Distinctive: line 229
Every section follows: Question → Options → Decision → Draft (from art-director agent) → Approval → Write to file
- Distinctive: line 231
Never draft a section without first spawning the relevant agent(s)
- Distinctive: line 232
Write each section to file immediately after approval — do not batch
- Distinctive: line 240
After the art bible is approved:
- Very specific: line 241
Run $map-systems to decompose the concept into game systems before authoring GDDs
- Very specific: line 242
Run $setup-engine if the engine is not yet configured (asset standards may need revisiting after engine selection)
- Very specific: line 243
Run $design-system [first-system] to start authoring per-system GDDs
- Very specific: line 244
Run $consistency-check once GDDs exist to validate them against the art bible's visual rules
- Very specific: line 245
Run $create-architecture to produce the master architecture document
“Common” is measured: kept by at least 6 in 10 of the 11 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Phase 0: Parse Arguments and Context Check
Resolve the review mode (once, store for all gate spawns this run):
- If
--review [full|lean|solo]was passed → use that - Else read
production/review-mode.txt→ use that value - Else → default to
lean
See ../../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
$brainstormfirst — 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 .codex/studio/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:
Ask the user directly 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 as a Codex subagent:
- 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. Ask the user directly:
- 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 as a Codex subagent 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 as a Codex subagent 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 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
Agent delegation: Spawn art-director as a Codex subagent with Visual Identity Statement and mood targets. Ask: "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."
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: Spawn art-director as a Codex subagent with sections 1–4. Ask: "Define character design direction for this game. 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?)."
Write the approved section to file.
Section 6: Environment Design Language
Agent delegation: Spawn art-director as a Codex subagent with sections 1–4. Ask: "Define the environment design language for this game. 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?)."
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 elementsux-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 — ask the user directly 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 philosophytechnical-artist: Engine-specific hard constraints — poly count budgets per asset category, texture memory limits, material slot counts, importer constraints, anything from the performance budgets in.codex/studio/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), resolve the conflict explicitly — note both the ideal and the constrained standard, and explain the tradeoff. 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 as a Codex subagent 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." Proceed to Phase 6.lean→ skip (not a PHASE-GATE). Note: "AD-ART-BIBLE skipped — Lean mode." Proceed to Phase 6.full→ spawn as normal.
After all sections are complete (or the scoped set from Phase 1 is complete), spawn creative-director as a Codex subagent using gate AD-ART-BIBLE (../../docs/director-gates.md).
Pass: art bible file path, game pillars, visual identity anchor.
Handle verdict per standard rules in director-gates.md. Record the verdict in the art bible's status header:
> **Art Director Sign-Off (AD-ART-BIBLE)**: APPROVED [date] / CONCERNS (accepted) [date] / REVISED [date]
Phase 6: Close
Before presenting next steps, check project state:
- Does
design/gdd/systems-index.mdexist? → map-systems is done, skip that option - Does
.codex/studio/technical-preferences.mdcontain a configured engine (not[TO BE CONFIGURED])? → setup-engine is done, skip that option - Does
design/gdd/contain any*.mdfiles? → design-system has been run, skip that option - Does
design/gdd/gdd-cross-review-*.mdexist? → review-all-gdds is done - Do GDDs exist (check above)? → include $consistency-check option
Ask the user directly for next steps. Only include options that are genuinely next based on the state check above:
Option pool — include only if not already done:
[_] Run $map-systems — decompose the concept into systems before writing GDDs(skip if systems-index.md exists)[_] Run $setup-engine — configure the engine (asset standards may need revisiting after engine is set)(skip if engine configured)[_] Run $design-system — start the first GDD(skip if any GDDs exist)[_] Run $review-all-gdds — cross-GDD consistency check (required before Technical Setup gate)(skip if gdd-cross-review-*.md exists)[_] Run $asset-spec — generate per-asset visual specs and AI generation prompts from approved GDDs(include if GDDs exist)[_] Run $consistency-check — scan existing GDDs against the art bible for visual direction conflicts(include if GDDs exist)[_] Run $create-architecture — author the master architecture document (next Technical Setup step)[_] Stop here
Assign letters A, B, C… only to the options actually included. Mark the most logical pipeline-advancing option as (recommended).
Always include
$create-architectureand Stop here as options — these are always valid next steps once the art bible is complete.
Collaborative Protocol
Every section follows: Question → Options → Decision → Draft (from art-director agent) → Approval → Write to file
- Never draft a section without first spawning the relevant agent(s)
- Write each section to file immediately after approval — do not batch
- Surface all agent disagreements to the user — never silently resolve conflicts between art-director and technical-artist
- The art bible is a constraint document: it restricts future decisions in exchange for visual coherence. Every section should feel like it narrows the solution space productively.
Recommended Next Steps
After the art bible is approved:
- Run
$map-systemsto decompose the concept into game systems before authoring GDDs - Run
$setup-engineif the engine is not yet configured (asset standards may need revisiting after engine selection) - Run
$design-system [first-system]to start authoring per-system GDDs - Run
$consistency-checkonce GDDs exist to validate them against the art bible's visual rules - Run
$create-architectureto produce the master architecture document
Other versions11 projects use a version of this.
Word for word · 0
None found.
Edited · 9
- Donchitos/Claude-Code-Game-Studios★ 27k43% same
- striderZA/OpenCodeGameStudios★ 9354% same
- lilangMax/ClaudeCodeGameStudios★ 895% same
- hongyuanc/codex-game-studios★ 584% same
- ailess-lab/CCFG★ 258% same
- dawn840705/claude-code-studios★ 195% same
- HunLuanZhiZhu/Game-Studios-Plugin★ 195% same
- venus2099/codex-game-studios★ 143% same
- ShiningPlague/shiningplague-studio★ 088% same
Wrote their own version · 2
- MRCalderon3D/everything-game-dev-code★ 91same name
- jammyfu/open-game-skills★ 9same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository92 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- adoptSkill
- api-cost-gateSkill
- architecture-decisionSkill
- architecture-reviewSkill
- asset-auditSkill
- asset-specSkill
- balance-checkSkill
- brainstormSkill
- bug-reportSkill
- bug-triageSkill
- changelogSkill
- code-reviewSkill
- consistency-checkSkill
- content-auditSkill
- create-architectureSkill
- create-control-manifestSkill
- create-epicsSkill
- create-prdSkill
- create-storiesSkill
- day-one-patchSkill
- design-reviewSkill
- design-systemSkill
- dev-storySkill
- doc-relinkSkill
- estimateSkill
- gate-checkSkill
- governance-bible-initSkill
- helpSkill
- hotfixSkill
- humanize-koreanSkill
- humanize-redoSkill
- humanizeSkill
- launch-checklistSkill
- legacy-purgeSkill
- lesson-logSkill
- lesson-reviewSkill
- localizeSkill
- map-systemsSkill
- milestone-reviewSkill
- onboardSkill
- patch-notesSkill
- perf-profileSkill
- playtest-reportSkill
- product-conceptSkill
- project-stage-detectSkill
- propagate-design-changeSkill
- prototypeSkill
- qa-planSkill
- quick-designSkill
- regression-suiteSkill
- release-checklistSkill
- remove-bgSkill
- retrospectiveSkill
- reverse-documentSkill
- review-all-gddsSkill
- scope-checkSkill
- security-auditSkill
- self-loopSkill
- The first 60 shown.
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