art-bible

Author a sectioned game Art Bible with delegated drafting and director sign-off.

Updated Mar 28, 2026
One-click install
npx skills add https://github.com/scomofo/dragon-forge --skill art-bible-scomofo
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: art-bible
Source: https://github.com/scomofo/dragon-forge/tree/main/.agents/skills/art-bible
Command: npx skills add https://github.com/scomofo/dragon-forge --skill art-bible-scomofo

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It prevents inconsistent, ambiguous visual production by guiding teams through a structured, section-by-section Art Bible authoring workflow that gates all asset creation and downstream GDD work.

Core Features & Use Cases

  • Guided, gated art bible authoring: Parses review mode and game concept, detects retrofit state, and fills only empty or placeholder sections in the existing art bible.
  • Delegated expert drafting by section: Spawns specialized agents (art-director, ux-designer, technical-artist, creative-director) to produce visual identity, production rules, and references.
  • Production-ready constraints: Produces a coherent visual identity spec across mood, shapes, color system, UI/HUD, and asset standards to reduce rework.
  • Collaborative sign-off: Runs optional director sign-off based on review mode and records the verdict in the art bible status header.

Quick Start

Run the art-bible skill in lean review mode to author or complete the missing sections based on design/gdd/game-concept.md and any existing design/art/art-bible.md.

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 game art bible that unifies visual identity and production constraints?

A game art bible establishes visual identity, color systems, UI/HUD standards, and asset constraints to gate downstream production and prevent inconsistent visual output across teams.

When do I need to author an art bible in the game development workflow?

You need to author an art bible after brainstorming your game concept and before writing your Game Design Document (GDD) or mapping systems, ensuring visual identity specifications gate all asset creation.

How do I structure visual identity specifications for game asset creation?

Structure visual identity specifications by sectioning them into mood, shapes, color systems, UI/HUD guidelines, and asset standards, delegating expert drafting to specialized roles like art directors and technical artists for production-ready constraints.

Can I fill in missing sections of an existing art bible without overwriting completed work?

Yes, by detecting the retrofit state of an existing art bible, the workflow parses the current document and fills only empty or placeholder sections, preserving completed visual identity and production constraint specifications.

What is the best way to manage creative direction sign-off for a game art bible?

Manage creative direction sign-off by running an optional director review mode that evaluates the drafted visual identity sections and records the final verdict directly in the art bible status header.

Does art bible authoring work without a completed Game Design Document?

Yes, art bible authoring requires only a parsed game concept to begin, explicitly preceding Game Design Document (GDD) authoring and system mapping in the game development workflow.