What problem does it solve? Game projects often drift visually because no single document constrains color, shape language, UI style, and asset standards before production begins. This Skill guides the creation of a nine-section art bible that gates all downstream asset and GDD work. ## Core Features & Use Cases - Guided Section Authoring: Walks through nine sections (visual identity, mood, shape language, color system, character, environment, UI, asset standards, references) with question-decision-approval cycles per section. - Agent Delegation: Spawns art-director, ux-designer, and technical-artist subagents to draft each section, surfacing conflicts (e.g., 4K textures vs. mobile budgets) instead of silently resolving them. - Retrofit Mode: Detects an existing art-bible.md, audits which sections are complete versus placeholder, and fills only the gaps without touching finished content. - Use Case: After approving a game concept, run this Skill to produce design/art/art-bible.md with a locked color system, per-state mood targets, and engine-constrained asset standards before writing any GDDs. ## Quick Start Use the art-bible skill to author the visual identity specification for my approved game concept, starting with the visual identity statement and color system.