agentleFS
zstvnszstvns/design-skills/skills/creative-direction/SKILL.md

creative-direction

Skill33 starsChanged 4 days agoMITView on GitHub

Translate a brand's strategy — its emotional target and muses — into the concrete visual system: color, typography, composition, pattern & texture, iconography, illustration, and photography, as one coherent language. Use after brand-strategy and before logo or application work, or when the user mentions 'creative direction,' 'visual identity,' 'visual system,' 'design language,' 'stylescape,' 'pick our colors and fonts,' 'define our look,' or an audit's moving-forward items. This is where 'what it should feel like' becomes 'what it looks like.'

6 other projects use a version of this.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

1 rule. 0 are common, 0 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 6 edited versions we read keep these.

  • 0

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Read design-principles first.

    line 12

“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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Creative Direction

You establish a brand's visual system — every asset class, one coherent language, all of it traceable to the feeling the brand is built to produce. This is the stage where strategy becomes visible: the emotional target and muses from brand-strategy get translated into actual color, type, composition, pattern, icons, illustration, and photography.

Read design-principles first. This skill is where its rules get applied: contrast-not-competition, restraint, five stops, emotion before execution, and "state why, or the default stands."

Position in the sequence: after brand (the audit/context) and brand-strategy (the feeling + muses), before logo-design and the application skills. The audit diagnoses; this skill builds the cure.

Hard Prerequisite: the Emotional Target and Muses

Open .agents/brand.md. You need:

  • The Emotional Target (the feelings the brand must produce)
  • The Muses, each with its stealable visual cue
  • The confirmed competitor set (what "distinct" is measured against)
  • The REO depth and the client's appetite

If the Emotional Target or muses are missing, stop and route to brand-strategy. Without them you'd be choosing colors and typefaces from taste — exactly the "different by accident" and "category default" failure modes the audit exists to catch. Every choice you make here must trace to a muse or the emotional target; if you can't say why a choice serves the feeling, it's a default wearing a decision's clothes.

Scope by Depth

  • Revolution — build the system from scratch as three genuinely distinct concepts, presented as stylescapes (see references/stylescapes.md). Each concept is a different plausible answer to the emotional target — different muses, color story, type pairing, and attitude — not three shades of one idea. Stylescapes are real intended assets, not mood boards: expressive and free, not yet constrained by buildability.
  • Evolution — one direction, anchored on the fixed core (the equity being kept — often the logo, name, or a color). Start from the primary touchpoint (usually the hero/website) and change only the deltas the strategy named: carry the kept assets forward, introduce the new type, motif, or palette around them.
  • Optimization — mostly out of scope. The direction already exists; the work is execution (web-design, collateral-design). At most a light pass to document the existing system so it can be enforced.

The Core Move: Abstract the Muses

This is the engine of a distinct direction, and the step most likely to be skipped. Take the muse's literal forms — recorded at physical fidelity in brand-strategy — and abstract them into modern, ownable brand elements. You are not decorating with the muse; you are distilling its geometry, materials, and ideas into a system.

  • Worked examples (real): the concentric rings around the Kaaba → a dotted-line motif meaning unity of people; the building's brick geometry → an ownable grid; Islamic gardens → an "ants in the garden" pattern. The mission-control muse → the amber-on-black telemetry readout and the machined dimensional knob as the signature element.
  • Pull two things from each muse: a color story and an abstracted idea. Then combine the abstractions with modern UI. Most software looks the same — the muses are how you skin an undifferentiated category with something only this brand could own.
  • Then render the product's own work through that abstraction — don't stop at decoration. The single biggest gap is a board that ornaments the muse but never shows what the product does. Show the product's actual jobs — a post being drafted, a blog written, SEO run, a chart climbing up-and-to-the-right — expressed in the muse's language: musical notes that bloom into a published social post; a console readout that is the campaign launching. Muse ornaments floating over generic UI read as boring and unowned; the muse × product-function merge is what makes a direction feel like this brand doing this job.
  • Don't let ease of abstraction crown the winner, and treat on-the-nose as a failure mode. The muse that maps most literally to UI (a mission-control console → dials, telemetry) resolves fastest and looks the most finished soonest — but the literal reading is often the weakest, most clichéd idea, and cliché is a real liability in an AI category where everyone grabs the obvious. The muse that's harder to abstract (orchestration, empire) is frequently the more powerful, more ownable concept. Push harder on the difficult abstraction; don't retreat to the easy muse or fake the hard one with slop. Judge concepts on conceptual strength, not on which rendered first.
  • Typography obeys the same abstraction law as everything else — and it has two failure poles. A literal muse-face (an all-caps Roman inscriptional / Cinzel for an imperial muse) isn't a taste error, it's an abstraction failure: you wore the muse instead of distilling it. The opposite trap is just as fatal: reaching for a try-hard trendy face (Space Grotesk, Fraunces, and their cohort — banned; see design-principles → ai-slop.md) to look designed. Both are costume. The distinction must come from the system — motif, color, composition, treatment — not from the font. When in doubt, a neutral face used deliberately (Inter) beats a characterful one grabbed as a shortcut; let the system carry the muse. Muse-derived type is genuinely rare.

The System to Establish

Work through each element with the audit's bar in mind — the nine-category audit (see brand) is your acceptance test, and every "Moving forward" item the audit raised (all nine categories except the logo, which logo-design handles after) must be answered by the system — don't leave an audit gap unaddressed. Full per-element standards: references/element-standards.md. The production-craft floor — art-direction commitment, design tokens, typography/texture hard rules, the abomination checklist — lives in references/frontend-boilerplate.md; the board's collage/bento composition in references/stylescapes.md.

  1. Color — assign by role: background, text (primary/secondary), action/CTA (protected — minimized everywhere else), support. Five stops per color, not ten. Verify ownership against the confirmed competitor set — a color isn't owned if a rival occupies it; deliberately escape the category's default lane.
  2. Typography — faces by role (display, heading, body), chosen for contrast, not competition; if a mono or third register is needed, prefer a superfamily's own cut over a bolted-on face. Set weight/style restrictions. Licensing checkpoint: foundry, budget, and character/language support for the target markets — confirm before the direction is approved, not after.
  3. Composition & layout — the grid, density, spacing logic, section rhythm and variety (no monotonous stacks), how the eye is directed.
  4. Pattern & texture — an ownable motif, most naturally derived from the mark's geometry, deployable off-site without the logo or color present. Check it doesn't collide with a competitor's motif.
  5. Iconography — one source of truth; stroke/fill/grid rules; plan the tiers (utility now, storytelling/illustration as the brand matures).
  6. Illustration & product abstraction — branded abstractions over raw screenshots; a defined style (or an explicit "no illustration" decision).
  7. Photography — subjects, treatment/grade, feel; or the deliberate absence of it.
  8. Motion (directional note, not full spec) — what the brand's motion feels like; intent over ornament (hover > load > scroll > loop).

Items 4–7 are decided here as direction; art-direction turns them into full specs and the actual assets.

Producing the Board — Source and Generate the Real Assets

A stylescape needs treated imagery and genuine texture; flat CSS shapes read as austere. The operator is often a founder, not a designer, so the craft leverage is on you.

  • Get the imagery from art-direction — its board pass, once per concept. It implies each concept's photography, illustration, icon, and texture style from the muses, finds web references the founder can point at, and produces the hero assets by the Toolkit's tier: generated directly with a connected tool, prompt packs for a generator the founder runs (ChatGPT, Gemini…), or free stock treated to the grade. It hands back treated assets; you build the board. Don't re-ask about tools — the Toolkit in .agents/brand.md already says what's available.
  • You compose the board, not the founder. They have no Figma skill and no design eye — so you assemble the coalesced board (self-contained HTML/CSS/SVG) from the generated + sourced assets. The operator supplies raw images (or you generate them); you do the art direction, layout, texture, and typography.
  • Lean on CSS/SVG for the texture it renders well — grain, noise, scanlines, patterns, grids, machined UI, telemetry, glows, gradients — which for many concepts (anything mechanical, retro, systems-y) is most of the "life," no generation needed. Reserve generation / free stock for photographic or illustrative muses. (Strict-CSP HTML can't load a webfont URL — embed the face as a data URI, or accept a fallback and name the intended typeface so the type intent reads.)
  • Unify every source through one grade. Whatever the origin — MCP-generated, founder-run, or free stock — run it through the concept's treatment recipe (a duotone + grain + scanline for a console; a warm-paper wash for a programme; a porphyry duotone for an imperial muse). Show it as a before→after on the board. The grade is what makes even free stock read as this brand's — and what keeps mixed sources looking like one world.
  • The muses are the brief. Everything generated or sourced is treated to the muse cues at physical fidelity — never generic stock dropped in raw.
  • If imagery can't be produced yet, say so and label the board a composition / art-direction proof with the prompt packs attached (for whichever generator the Toolkit names), so the founder can fill it in. Never quietly ship a flat board and call it finished.

Validate Before You Present

Run your own work through the same gauntlet the audit runs — adversarially, on the rendered board, not the concept in your head (see design-principles → Judge Your Own Work on the Competitor's Bar). The concept can be distinctive while the pixels are generic; a self-audit that grades intent misses exactly that.

  • Score it against the foundational categories vs. the confirmed competitor set, at the harshness you'd use on a rival — would this system earn 4–5 on Creative Direction, Color, Pattern, and (with logo-design) Logo? Cover the logo: is it still recognizably this brand?
  • Run the AI-slop check (design-principles → ai-slop.md) on your own output and list what it finds — the tropes actually on the board (a mono "telemetry/terminal" readout, a dot-grid, a left rail, a centered no-variety column, rounded-lg everywhere). "No slop here" is a reflex, not a result; produce the list, or an earned, specific "none, because —." "Clean" counts as unassessed, not passed.
  • Confirm the board is a rendered surface, not a CSS-block comp — treated imagery or a committed illustration style, a full named type specimen, an ownable motif (not a dot-grid default), applied mockups, real depth and bleed. Missing anatomy = under-built (see references/stylescapes.md).
  • Carry-through gate: the applied fragment (the hero/mockup) must pass cover-the-logo too, not just the abstract board (see design-principles → Distinctiveness Must Survive Application). A distinctive board with a generic applied screen is a fail — the distinctiveness has to survive into application, which is where it usually leaks out.
  • Trace every element to a muse or the emotional target. Anything you can't trace, cut or justify.
  • Copy check: does the system serve the message and give the words their proper emphasis? Design serves the message — the system is the stage, not the show.

Present, Decide, Record

  • Give it a walkthrough first, then present. Talk each concept through — the muses, the abstraction, why it answers the feeling — before handing it over. A stylescape without its narrative is just arrangement.
  • Name the challenges, honestly. For each direction, say what would be hard to implement across the board, and how different it actually is from the competitors — the things the client needs to weigh to decide. Don't only sell; surface the tradeoffs.
  • Close with a comparison — per direction or a synopsis at the end. For each concept, answer the questions that actually drive the pick: the challenges, the pros, is this the most differentiated?, and is this the most on-brand with the emotion you're trying to elicit? Fold it into each direction's walkthrough or give a synopsis that weighs all three against each other at the close.
  • Prove it has legs applied. Clients want to see it real, not abstract — the fastest proof is a website hero + one or two ads carrying the full system. A concept that looks great on the board but thin when applied hasn't earned the pick (see the carry-through gate above).
  • Document the styles and their sources. Photo / graphic / icon / typography styles, and where any sourced assets came from (stock, Envato, Freepik, etc.) — notes now save the application skills from guessing later.
  • Revolution: present the three stylescapes; the client picks one. Push for one idea, not a Frankenstein. A little modularity is fine, but merging concepts usually averages three ideas into none. When a client asks to graft (e.g. this concept's type on that one's board), knowing the emotional target lets you reject the merge that betrays it — a merge is legitimate only if it still produces the feeling and has its own single story (see references/stylescapes.md → synthesis vs. averaging).
  • Evolution: present the direction against the current state so the deltas are unmissable.
  • Get explicit approval before logo-design and the application skills build on it — everything downstream compounds on this decision. (Run creative direction before any naming project.)
  • Write the approved system into .agents/brand.md (the Visual system section, plus updates to Fixed core / Flexible range), recording the why behind each choice — the rationale is what survives handoffs and lets a later critique judge flexes.

The Deliverable

Two layers, one source of truth — mirroring brand-strategy:

  1. .agents/design.md — the full creative-direction record, generated at the end of this exercise. It holds: the three concepts and the one chosen; each concept's muses → abstractions; the documented photo / graphic / icon / typography styles with their asset sources (stock, Envato, Freepik…); the color system (roles + hex + ramps) and design tokens; the ownable motif/texture and the signature element; the application examples (hero + ads); the implementation challenges and competitor-differentiation notes; and the why behind every choice. Use the template in references/design-doc-template.md. This is the detailed spec the application skills (web-design, collateral-design, …) build against — the counterpart to brand-strategy's .agents/brand-strategy.md. And it's a living record: downstream skills append their decided assets to it as the pipeline advances — logo-design the approved mark, art-direction the imagery specs, motion-design the built motion system, application skills their adopted libraries and notes (see the template's Living Record sections). This skill writes the founding sections; the record grows from there.
  2. .agents/brand.md — the distilled system: write the approved Visual system into its section (plus Fixed core / Flexible range) so every downstream skill inherits it without reading the whole record.

Plus, if the client wants it, a published copy (Notion, PDF) generated from .agents/design.md — never the other way around.

Publish the system to Claude Design once it's approved, if the operator uses it (Toolkit → design canvas): it becomes a design system that every new Claude Design project inherits, so anyone on the team can make on-brand decks, one-pagers, and prototypes without a terminal. Sync from the site repo if one exists, otherwise from a small kit in .agents/assets/design-system/; re-sync as logo-design and art-direction add to the record. Method, kit contents, and the sync checks: references/claude-design.md. Same rule as any published copy — .agents/ stays the source of truth.

Non-Negotiables

  • Emotional Target + muses read from .agents/brand.md (or routed to brand-strategy first)
  • Depth + appetite respected (three stylescapes / anchored deltas / documentation pass)
  • Color ownership verified against the confirmed competitor set
  • Type licensing + character support confirmed
  • Motif is ownable and doesn't collide with a competitor's
  • Every element traces to a muse or the emotional target
  • Adversarial self-audit run on the rendered board (AI-slop tropes listed, not "none"; applied fragment passes cover-the-logo) before presenting
  • Challenges + competitor-differentiation named; direction proven applied (hero + ad)
  • Client approval secured; full record written to .agents/design.md; distilled system written to .agents/brand.md
  • If the operator uses Claude Design: system published as a design system (kit or repo), validation checked, project recorded in .agents/design.md

Related Skills

  • design-principles — the rules this skill applies
  • brand — the audit that diagnoses; its categories are this skill's acceptance test
  • brand-strategy — supplies the emotional target and muses (hard prerequisite)
  • art-direction — the imagery: photography, illustration, iconography, and pattern & texture, as specs and real assets (board pass for the stylescapes, system pass on the chosen direction)
  • logo-design — the mark, designed inside this system
  • web-design / collateral-design — apply the approved system with real copy
  • design-critique (planned — not yet shipped) — will judge later work against what's recorded here

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.