art-bible

Author a sectioned Art Bible defining visual identity, color, shape, and asset standards.

Updated Apr 10, 2026
One-click install
npx skills add https://github.com/polsegu/Claude-Code-Game-Dev --skill art-bible-polsegu
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: art-bible
Source: https://github.com/polsegu/Claude-Code-Game-Dev/tree/main/.claude/skills/art-bible
Command: npx skills add https://github.com/polsegu/Claude-Code-Game-Dev --skill art-bible-polsegu

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

The art-bible skill resolves uncertainty and inconsistency in visual production by producing a single, sectioned Art Bible that gates art asset creation and ensures art decisions map directly to game pillars and technical constraints.

Core Features & Use Cases

  • Sectioned Authoring & Retrofitting: Create or fill the nine canonical art bible sections (visual identity, mood, shape language, color system, character, environment, UI, asset standards, references), and only update sections that are missing or placeholder content.
  • Agent Delegation & Sign-Off: Spawn and coordinate art-director, technical-artist, ux-designer, and creative-director tasks for each section and record director gate outcomes.
  • Production-Ready Constraints: Emit concrete asset standards, naming conventions, texture/LOD budgets, and colorblind accessibility rules that integrate with technical-preferences and engine constraints.
  • Use Case: Run this skill after an approved brainstorm to produce a usable design/art/art-bible.md that an outsourcing team can follow without additional briefing.

Quick Start

Run the art-bible skill to author or update design/art/art-bible.md using the approved game concept and any reference materials.

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 game production?

To create an art bible, author a sectioned document defining the game's visual identity, color system, shape language, character and environment direction, UI visual language, asset standards, and curated references. This skill generates a written art-bible.md file ready for production.

What sections should a game art bible include?

A game art bible should include nine canonical sections: visual identity, mood, shape language, color system, character direction, environment direction, UI visual language, asset standards, and references. The skill authors or retrofits these sections based on existing design content.

How do I update an existing art bible with missing sections?

To update an existing art bible, the skill performs context checks against design and game design document content, identifies missing or placeholder sections, and only updates those specific areas while preserving existing approved content.

Can I define asset standards and naming conventions in an art bible?

Yes, you can define concrete asset standards, naming conventions, texture and LOD budgets, and colorblind accessibility rules within the art bible. These constraints integrate with technical-preferences and engine constraints for production readiness.

How do art directors and technical artists coordinate on art direction?

Art direction coordination uses agent delegation to spawn art-director, technical-artist, ux-designer, and creative-director tasks for each art bible section. Director gate outcomes are recorded to manage approval flows and sign-off.

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

Yes, an approved game concept and reference materials are required before authoring an art bible. The skill uses the approved brainstorm output and reference materials to produce a usable art-bible.md that an outsourcing team can follow without additional briefing.