art-bible

Create a section-by-section Art Bible defining visual direction and asset standards.

Updated May 13, 2026
One-click install
npx skills add https://github.com/FrancisVarga/the-dream-machine --skill art-bible-francisvarga
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: art-bible
Source: https://github.com/FrancisVarga/the-dream-machine/tree/main/.claude/skills/art-bible
Command: npx skills add https://github.com/FrancisVarga/the-dream-machine --skill art-bible-francisvarga

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

It prevents art and asset production from drifting by creating a single, section-by-section Art Bible that locks visual identity, mood, style rules, and production standards before downstream GDD or asset work begins.

Core Features & Use Cases

  • Section-by-section Visual Identity Authoring (1–9): Writes and/or completes a full Art Bible including visual identity statement, mood & atmosphere, shape language, color system, character/environment/UI direction, asset standards, and style prohibitions.
  • Retrofit-Safe Updates: Detects an existing design/art/art-bible.md, determines which of the 9 sections are incomplete, and only authors missing sections without overwriting complete ones.
  • Studio-Grade Delegation & Sign-Off Workflow: Uses guided phases with required context checks (reads design/gdd/game-concept.md, optional technical preferences) and executes gated review/sign-off when in full review mode.
  • Production-Ready Constraints: Produces explicit, measurable guidance (e.g., mood targets per game state, color semantics, UI/HUD direction, and technical asset constraints) that can gate asset production.

Quick Start

Use the art-bible skill to author your Art Bible after you have an approved game concept and before writing any GDD or asset-generation prompts.

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 that prevents visual drift during game development?

An art bible prevents visual drift by locking visual identity, mood, shape language, color systems, and asset standards into a single document before production begins. It defines style prohibitions to ensure all downstream assets adhere to a unified visual direction.

What sections should a game art bible include for production gating?

A production-gating art bible should include nine sections: visual identity, mood and atmosphere, shape language, color system, character direction, environment direction, UI direction, asset standards, and style prohibitions to enforce measurable production constraints.

Do I need an approved game concept before authoring an art bible?

Yes, an approved game concept is required. The art bible authoring workflow validates required inputs from the game concept document to ensure the visual direction aligns with the core design before any GDD or asset authoring begins.

Can I update specific art bible sections without overwriting existing visual identity guidelines?

Yes, retrofit-safe updates detect an existing art bible, check section completeness, and only author missing sections. This preserves complete visual identity guidelines while allowing you to fill in gaps like mood targets or color semantics without overwriting work.

When should I define art asset standards and style prohibitions in the game development pipeline?

You should define asset standards and style prohibitions after your game concept is approved and before writing the Game Design Document or generating any assets. This establishes technical asset constraints and UI direction early to gate production effectively.