art-bible

Generate a nine-section art bible from a game concept document.

Updated Apr 9, 2026
One-click install
npx skills add https://github.com/CarlosQ96/robot-crawler --skill art-bible
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: art-bible
Source: https://github.com/CarlosQ96/robot-crawler/tree/main/.agents/skills/art-bible
Command: npx skills add https://github.com/CarlosQ96/robot-crawler --skill art-bible

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill guides a team through authoring a production-grade Art Bible that defines the visual identity, production rules, and style prohibitions that gate all asset work, reducing ambiguity and rework across art pipelines.

Core Features & Use Cases

  • Guided Authoring Workflow: Stepwise, section-by-section composition for nine canonical art bible sections with mandated agent delegation and approval gates.
  • Retrofit & Delta Editing: Detects an existing design/art/art-bible.md and fills only incomplete sections to preserve prior work.
  • Production Constraints Integration: Reads optional technical-preferences to enforce performance budgets and surfaces conflicts between art and technical requirements.
  • Sign-off & Pipeline Handoff: Supports review modes (solo/lean/full), spawns director gates for sign-off, and writes status metadata into the art bible.
  • Use Case: Run after an approved game concept to produce a complete visual specification for outsourcing artists, technical artists, and UI designers.

Quick Start

Use the art-bible skill to author a full art bible from design/gdd/game-concept.md and write the output to design/art/art-bible.md.

Frequently Asked Questions about art-bible

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a production-ready art bible for a game project?

To create a production-ready art bible, author nine canonical sections covering visual identity, mood, shape language, color system, character, environment, UI, asset standards, and references. This defines visual rules and style prohibitions that gate all asset work, reducing pipeline ambiguity and rework.

What sections are included in a complete game art direction guide?

A complete game art direction guide includes nine sections: visual identity, mood, shape language, color system, character, environment, UI, asset standards, and references. These coordinate art-director and technical review tasks to establish a unified visual specification for production.

How do I update an existing art bible without losing previous work?

To update an existing art bible without losing previous work, use a retrofitting process that detects an existing design/art/art-bible.md file and fills only the incomplete sections. This delta editing preserves prior art direction while appending missing production guides.

How do I enforce technical performance budgets within a visual identity document?

To enforce technical performance budgets within a visual identity document, integrate optional technical-preferences files into the art bible workflow. This surfaces conflicts between art direction and technical requirements, ensuring production constraints align with the visual specification.

Do I need a game concept document before authoring art direction guides?

You need an approved game concept document at design/gdd/game-concept.md before authoring art direction guides. The game concept provides the foundational design context required to generate the visual identity, mood, and shape language for the complete art bible.

Can I use a stepwise workflow to manage sign-off for an art bible?

You can use a stepwise workflow to manage sign-off for an art bible by selecting review modes like solo, lean, or full. This process spawns director gates for approval and writes status metadata directly into the art bible file for pipeline handoff.