art-bible

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

13|Updated Jul 30, 2026
One-click install
npx skills add https://github.com/frabcd/codex-ai-game-studio --skill art-bible-frabcd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: art-bible
Source: https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/art-bible
Command: npx skills add https://github.com/frabcd/codex-ai-game-studio --skill art-bible-frabcd

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

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 project?

Run the art-bible skill after your game concept is approved. It walks through nine sections one at a time, drafting each with an art-director subagent and writing approved content to design/art/art-bible.md immediately after your sign-off.

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. You can scope a session to a subset.

Can I resume an incomplete art bible without losing existing content?

Yes. Retrofit mode detects an existing art-bible.md, builds a status table marking each section complete, empty, or placeholder, and only authors the incomplete sections. Finished sections are never re-authored.

Does the art bible account for engine performance budgets?

Yes. Section 8 spawns a technical-artist subagent that reads performance budgets from .ai-game-studio/project.json and enforces poly counts, texture memory limits, and material constraints, explicitly documenting tradeoffs when art preferences conflict.

What happens if the art director and UX designer disagree on UI direction?

Conflicts are surfaced to you with both positions stated, never silently resolved. For example, if a diegetic UI would hurt combat readability, you decide the tradeoff through the user-input prompt before the section is written.