art-bible

Authors a section-by-section art bible defining visual identity and asset standards for game production.

Updated Aug 2, 2026
One-click install
npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill art-bible-claretagrapelike32
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: art-bible
Source: https://github.com/claretagrapelike32/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/art-bible
Command: npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill art-bible-claretagrapelike32

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game teams often start asset production without a unified visual direction, causing inconsistent art, costly rework, and ambiguous decisions. This Skill guides the creation of a complete art bible that gates all downstream asset production. ## Core Features & Use Cases - Guided Section Authoring: Walks through nine sections covering visual identity, mood, shape language, color systems, character and environment direction, UI style, asset standards, and reference direction. - Agent-Delegated Drafting: Spawns art-director, ux-designer, and technical-artist subagents to draft each section, surfacing conflicts for explicit user decisions. - Retrofit and Review Modes: Detects an existing art bible, fills only incomplete sections, and supports solo, lean, and full review modes with an optional creative-director sign-off gate. - Use Case: After approving a game concept from brainstorming, run this Skill to produce design/art/art-bible.md with a locked color system, shape language, and engine-constrained asset standards before writing any GDDs. ## Quick Start Use the art-bible skill to author the art bible for my approved game concept and write it 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 an art bible for my game?

Run the art-bible skill after your game concept is approved. It reads design/gdd/game-concept.md, then guides you through nine sections covering visual identity, color, shape language, and asset standards, writing each approved section to design/art/art-bible.md.

What sections does a game art bible need?

This Skill authors nine sections: visual identity statement, mood and atmosphere, shape language, color system, character design direction, environment design language, UI/HUD visual direction, asset standards, and reference direction.

Can I resume an incomplete art bible instead of starting over?

Yes. The Skill detects an existing design/art/art-bible.md, builds a section status table, and only authors sections that are empty or placeholders. Completed sections are never modified.

When should the art bible be created in a game pipeline?

Create it after the game concept from brainstorming is approved and before mapping systems or authoring any GDDs. The art bible acts as a constraint document that gates all later asset production.

How are art direction and technical constraints reconciled?

The Skill spawns art-director and technical-artist agents in parallel for asset standards. When preferences conflict with engine performance budgets, both positions are surfaced explicitly and the user decides the tradeoff.