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Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a…
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill art-bible --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/art-bibleContext preview
The summary Claude sees to decide when to auto-load this skill.
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
name: art-bible description: "Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins." argument-hint: "[--review full|lean|solo]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, Task, AskUserQuestion model: sonnet
Resolve the review mode (once, store for all gate spawns this run): 1. If `--review [full|lean|solo]` was passed → use that 2. Else read `production/review-mode.txt` → use that value 3. Else → default to `lean`
See `.claude/docs/director-gates.md` for the full check pattern.
Read `design/gdd/game-concept.md`. If it does not exist, fail with: > "No game concept found. Run `/brainstorm` first — the art bible is authored after the game concept is approved."
Extract from game-concept.md:
**Retrofit mode detection**: Glob `design/art/art-bible.md`. If the file exists:
Section | Status --------|-------- 1. Visual Identity Statement | [Complete / Empty / Placeholder] 2. Color Palette | ... 3. Lighting & Atmosphere | ... 4. Character Art Direction | ... 5. Environment & Level Art | ... 6. UI Visual Language | ... 7. VFX & Particle Style | ... 8. Asset Standards | ... 9. Style Prohibitions | ...
> "Found existing art bible at `design/art/art-bible.md`. [N] sections are complete, [M] need content. I'll work on the incomplete sections only — existing content will not be touched."
If the file does not exist, this is a fresh authoring session — proceed normally.
Read `.claude/docs/technical-preferences.md` if it exists — extract performance budgets and engine for asset standard constraints.
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Present the session context and ask two questions before authoring anything:
Use `AskUserQuestion` with two tabs:
Options: `Full bible — all 9 sections` / `Visual identity core (sections 1–4 only)` / `Asset standards only (section 8)` / `Resume — fill in missing sections`
(Free text — let the user type specific titles. Do NOT preset options here.)
If the game-concept.md has a Visual Identity Anchor section, note it: > "Found a visual identity anchor from brainstorm: '[anchor name] — [one-line rule]'. I'll use this as the foundation for the art bible."
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These four sections define the core visual language. **All other sections flow from them.** Author and write each to file before moving to the next.
**Goal**: A one-line visual rule plus 2–3 supporting principles that resolve visual ambiguity.
If a visual anchor exists from game-concept.md: present it and ask:
**Agent delegation (MANDATORY)**: Spawn `art-director` via Task:
Present the art-director's draft to the user. Use `AskUserQuestion`:
Write the approved section to file immediately.
**Goal**: Emotional targets by game state — specific enough for a lighting artist to work from.
For each major game state (e.g., exploration, combat, victory, defeat, menus — adapt to this game's states), define:
**Agent delegation**: Spawn `art-director` via Task with the Visual Identity Statement and pillar set. Ask: "Define mood and atmosphere targets for each major game state in this game. Be specific — 'dark and foreboding' is not enough. Name the exact emotional target, the lighting character (warm/cool, high/low contrast, time of day direction), and at least one visual element that carries the mood. Each game state must feel visually distinct from the others."
Write the approved section to file immediately.
**Goal**: The geometric vocabulary that makes this game's world visually coherent and distinguishable.
Cover:
**Agent delegation**: Spawn `art-director` via Task with Visual Identity State
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Repo: Donchitos/Claude-Code-Game-Studios
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