art-bible

Coordinate visual bible creation with gate-driven drafts and approvals.

Updated Apr 8, 2026
One-click install
npx skills add https://github.com/HechaoYannet/3kingdom-unity --skill art-bible-hechaoyannet
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: art-bible
Source: https://github.com/HechaoYannet/3kingdom-unity/tree/main/.claude/skills/art-bible
Command: npx skills add https://github.com/HechaoYannet/3kingdom-unity --skill art-bible-hechaoyannet

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Creates a structured, production-ready art bible that anchors visual identity, mood, shape language, and color systems for a game, ensuring coherence across assets and teams.

Core Features & Use Cases

  • Phase-driven process that translates the game's concept into the nine visual bible sections (1–4 foundational identity, 5–8 production guidelines, 9 references), with agent-driven drafting and gated sign-offs.
  • Agent orchestration by spawning an art-director to draft Visual Identity, Mood, Shape Language, and Color System, ensuring alignment to pillars and platform targets.
  • Production-ready guidelines that translate art direction into character, environment, UI, and asset standards for outsourcing and in-house teams.
  • Reference management to curate 3–5 sources with explicit draw-from and avoid guidance to prevent copycat visuals.

Quick Start

Spawn the art-director agent and draft the initial art bible sections 1–4 to establish the game's visual identity.

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 cohesive art bible for game pre-production?

To create a game art bible, you define visual identity, mood, shape language, and color systems through a phase-driven process with agent-driven drafting and gated sign-offs, translating initial concepts into production-ready guidelines for artists.

What should a visual bible include to ensure consistent game art direction?

A visual bible should include nine sections covering foundational identity and production guidelines, specifically defining visual identity, mood, shape language, color systems, character and environment standards, UI rules, and curated reference sources.

How do I manage art direction references to prevent copycat visuals?

You manage art direction references by curating three to five sources with explicit draw-from and avoid guidance within the visual bible, ensuring artists extract the intended mood and shape language without directly copying the reference material.

Can I use this art bible process for both in-house and outsourcing teams?

Yes, the art bible process translates art direction into specific character, environment, UI, and asset standards to govern both in-house and outsourcing teams, satisfying end-to-end production constraints with production-ready references.

What is the best way to define a color system and shape language for a game?

The best way to define a color system and shape language is to spawn an art-director agent to draft these sections, ensuring they align with your game's core pillars and platform targets before applying them to production art tasks.

When do I need a visual bible for game art production?

You need a visual bible during pre-production to anchor visual coherence across assets and teams, establishing gate-driven drafts and approvals before translating your game concept into final production guidelines.