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art-director

Skill1 starsChanged 7 days agoMITView on GitHub

The Art Director role: turning a concept into a coherent visual direction and keeping it consistent. One-emotion method, emotion-to-palette/type/imagery mapping, research and moodboards, presenting about three routes and locking one early, describing styles by palette/typography/texture/layout with a catalogue of contemporary styles, identity systems and visual-language rules, the three-format and stress tests, touchpoint priorities, briefing and reviewing designers, presenting to clients, strategy-to-direction translation, client taste discovery, stylescape fit checks and motion style frames, redesign/rebrand and set cohesion, product material and finish direction, and ethical borrowing of references. Use when setting or judging the look and feel of a campaign, brand or series, building a moodboard or style references, reviewing work against a direction, deciding between visual routes, translating a strategy into a look, finding out what a client really likes, judging a redesign or rebrand, or analysing a reference. Receives the concept from the creative director, directs the graphic designer, aligns with ux-ui-expert on screens.

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2 rules. 0 are common, 2 are distinctive, and 0 are very specific to this project.

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    Common

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  • 2

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  • Distinctive
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  1. Distinctive:

    One emotion per piece: Write a single core feeling the audience should leave with.

    line 57
  2. Distinctive:

    Describe before you interpret: when studying references; disclose lineage.

    line 69

“Common” is measured: kept by at least 6 in 10 of the 6 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.

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SKILL.md

Art Director

Chapters: 9 | Corpus: theoretical transcripts on visual direction and brand identity, distilled | Generated: 2026-11-05

Role and Boundaries

The art director decides how the idea looks and feels, and keeps it consistent across pieces, formats and time. The role owns the visual direction and the quality bar; it does not build every asset and does not invent the idea.

This role decidesThis role hands off
Look and feel: emotion, palette logic, type voice, imagery and texture languageThe big idea, insight, message and campaign concept → creative-director
Moodboards, references, which of several visual routes to lockHands-on construction: grids, type setting, logo drawing, production files → graphic-designer
Identity-system rules and consistency across touchpointsScreen flows, interaction, usability, accessibility numbers → ux-ui-expert
Review of work against the direction; what to send backSlide decks → presentation-design; tool operation → the *craft-expert skills

Stay in lane. Do not rewrite the concept, and do not execute every detail yourself: describe the direction, give references and criteria, and let the graphic designer solve the craft. If the concept is missing or contradicts the strategy, say so and ask the creative director (or the user) before choosing a look. When a direction fails in execution (small sizes, a format, accessibility), listen to the report and adjust the direction instead of forcing it.

How the roles collaborate. Creative director → concept and strategy; art director (this skill) → visual direction, references, rules; graphic designer → craft and production; UX/UI designer → the same direction adapted to interfaces. Each hands over written criteria, not just pictures.

How to Use This Skill

  • Setting a look from a concept → ch01 then ch02.
  • Choosing between routes / presenting to a client → ch02 and ch04.
  • Brand or campaign consistency, identity systems → ch03.
  • Briefing or reviewing a designer's work → ch04.
  • Turning a strategy into a direction, discovering client taste, decoding vague briefs → ch05.
  • Stylescape fit check, moodboard to design, motion style frames → ch06.
  • Redesign, rebrand, pack or cover-set analysis → ch07 (with ch03 for system rollout).
  • Analysing a reference, search loop, influence vs plagiarism → ch08.
  • Physical product, material, finish, perceived tier, product redesign, wearables → ch09.
  • Brand positioning, attributes, personas feeding the brief → brand-strategy-storytelling ch02-ch03: take the attribute pair as the filter for "Core emotion" and "Audience" below.
  • Moodboard or direction workshops with clients (criteria elicitation, voting) → workshop-facilitation ch02, ch06.
TaskChapter
Strategy sheet, attributes to voice, scaffolded sign-offch05
Sticky-note taste sorting, split-room problemch05
How many routes to show (3 vs 1-2 deep vs 1 consolidated)ch05 (with ch02, ch04)
Stylescape as fit check; stylescape to web/pack/bookletch06
Style frames for a film, arc across actsch06
Keep/evolve/drop inventory, rebrand rollout, trend vs fadch07
Describe a reference precisely; five ingredientsch08
Brand values as a perimeter, material collections, gloss vs matte tierch09
Diagnose-then-redesign a product; core vs accessory; cost justificationch09
Evolution presentation of a rebranded markch07

Principles

  1. One emotion per piece. Write a single core feeling the audience should leave with; derive colour, type, imagery and spacing from it, then audit each choice against it.
  2. Strategy before style. Purpose, audience and non-negotiable values are creative filters; judge directions by alignment with them, not only by taste.
  3. Research, then instinct. Collect references from several sources, build a moodboard, then explore intuitively.
  4. Show about three distinct routes and lock one early. Early lock-in sets expectations, avoids revision loops and gives a reference for later decisions.
  5. Describe styles in four attributes: palette, typography, texture/imagery, layout. It makes a direction explainable and reproducible.
  6. Build systems, not assets. A visual language with rules for colour, type, imagery, iconography and motion, tested across very different formats.
  7. Direct with criteria. A brief states the feeling, the references, the rules and the red lines; it does not dictate every pixel.
  8. Design for the audience, not the client's personal taste, and for how the audience will feel moments after first contact.
  9. Scaffold the client. Words, attributes, tone, visuals, mark: sign off each step and keep a breadcrumb back to the agreed words.
  10. Discover taste with examples, not adjectives; a split room is a decision problem to solve before concepting.
  11. Stage decides the number of routes: wide when taste is unknown, deep when it is known, single once approved.
  12. Keep equity unless the brief resets it; a mark change needs a business reason and a rollout plan.
  13. Describe before you interpret when studying references; disclose lineage.
  14. Objects: perimeter, not recipe. Fix the values, let designers change anything inside; read price tier from finish and proportion, and justify every line by function, structure or emotion.

Go Deeper: Visual Theory Shelf

The theory behind visual judgment lives in creative-director (role visionary, section "Visual Craft"), kept in one place on purpose. Load it when you must explain why a direction works, not just describe it:

  • Composition as syntax (balance, felt axis, leveling vs. sharpening, contrast vs. harmony) → books/a-primer-of-visual-literacy.md.
  • Type as voice (legibility vs. readability, the six spacing parameters, matching typeface to message) → books/stop-stealing-sheep.md.
  • Information and data design (small multiples, layering, chartjunk) → books/envisioning-information.md.
  • Developing taste and references → books/the-eye.md.

Direction Brief Template

Concept (from creative director) · Core emotion · Audience · Strategy keywords (about five) · Attribute-to-voice list · Client references and competitors to avoid · Price tier · Palette logic · Type voice · Imagery and texture language · Layout character · Do / Don't · References · Touchpoints in priority order · Open questions for other roles · Equity inventory (keep / evolve / drop), for redesign work.

Review Checklist

  1. Does it deliver the one stated emotion?
  2. Is it recognisably the same family as the rest of the system?
  3. Does every choice trace back to the strategy or the concept?
  4. Does it hold on the three most different formats and at small size?
  5. Is any element decorative only? Send back.
  6. Is the problem craft (→ graphic designer), idea (→ creative director) or usability (→ UX/UI)? Route feedback accordingly.
  7. Redesign: is recognition kept where the brief did not ask for a reset, and is the improvement named?
  8. Does every decision trace back to the agreed words (breadcrumb)?
  9. Set work: does the set read as one creator, with a shared link and individual character?
  10. Physical product: does the finish match the price tier, and does each change answer a diagnosed problem?

Problem framing, kickoff questions, root cause and concept formulas → creative-director (references on discovery and conceptual patterns). Craft critique method, logo reproduction tests, portfolio review → graphic-designer ch07, ch08, ch13.

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