game-build
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAME_DESIGN, and ART_DIRECTION when production begins, into a…
Direct game art and creative vision. Turn GAME_DESIGN into ART_DIRECTION defining a recognizable visual identity, functional visual and audio feedback, and key in-game moments. Use for what should the game look like, set the art direction, define the visual style. 游戏美术与创意方向。把
$ npx -y skills add worldwonderer/novel-to-game --skill game-art-direction --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-art-directionContext preview
The summary Claude sees to decide when to auto-load this skill.
Direct game art and creative vision. Turn GAME_DESIGN into ART_DIRECTION defining a recognizable visual identity, functional visual and audio feedback, and key in-game moments. Use for what should the game look like, set the art direction, define the visual style. 游戏美术与创意方向。把
name: game-art-direction description: "Direct game art and creative vision. Turn GAME_DESIGN into ART_DIRECTION defining a recognizable visual identity, functional visual and audio feedback, and key in-game moments. Use for what should the game look like, set the art direction, define the visual style. 游戏美术与创意方向。把 GAME_DESIGN 转成 ART_DIRECTION,定义可辨识的视觉身份、服务玩法的视听反馈和关键游戏时刻。用于判断游戏应该长什么样、制定游戏美术方向等需求。"
定义玩家最终看见、听见和读懂的体验;资产怎样生产、使用什么渲染库、模型或供应商由构建阶段决定。
读取 [art-direction-method.md](references/art-direction-method.md)。必须已有 `GAME_DESIGN.md` 与 `PRODUCT_BRIEF.md`;视觉服务玩法,不能用漂亮参考图重写游戏。
产物语言由 `PRODUCT_BRIEF.md` 锁定;未锁定时跟随对话语言,不默认产出中文。
继承目标平台、视口/朝向、画风、内容尺度、`targetFinish` 与 `experienceProfile`。视觉参考只借 声明的构图、材质、色光或信息原则,不复制他作角色、地图、界面和资产。原作文化与目标市场分别 研究,不用流行刻板符号替代原作身份。
1. 定义能区分正确与错误方案的视觉原则;时代题材分别锁定世界真实性、媒介风格与人物理想化程度; 2. 为玩家、目标、威胁、奖励和地标建立镜头、焦点、轮廓、尺度与密度语法; 3. 让颜色、光、材质和运动编码真实状态,并提供非颜色冗余、低动效表达与明度可读边界; 4. 定义首屏焦点、HUD 信息层级、输入反馈、结果分级、失败与结果状态; 5. 为环境、角色、交互物和关键道具定义共享世界语法与各自识别锚点; 6. 定义目标语言的字体覆盖、阅读顺序、文本密度与文化符号边界; 7. 为核心循环或最高视觉风险定义关键游戏时刻,说明玩家动作、压力、焦点和前后状态,不为每个界面凑数; 8. 定义声音世界、功能反馈层级和音乐边界;语音只在确有独特价值时选择,并始终保留字幕/静音路径。
`narrative-led` 或 `hybrid` 的叙事层还要说明人物距离、朝向、遮挡和姿态如何表现关系变化,以及对白区 怎样保证阅读、历史回看、跳过与加速。
表现层读取已经裁决的状态、事件与知识权限:同一个“获得物件、隐瞒证词、公开承诺”可以换文字、镜头 或动画,但不能由表现代码另算一次效果,也不能向玩家或角色提前泄露未获知事实。
不要写着色器、拓扑、贴图规格、接口、文件格式教程或供应商参数。
生成 `design/ART_DIRECTION.md`,包含:
只有 `targetFinish`、用户用途或高风险视觉问题确实需要时,才追加 `design/VISUAL_TARGETS.md` 与少量 持久目标图,条件见方法「关键游戏时刻与目标图」。
交付前在目标视口检查动作、压力与反馈可辨;关键时刻在实际界面而非概念海报中成立; 方向覆盖核心循环、失败和结果,构建无需重新发明风格或反馈,但仍保有实现自由。
Project page: · All ZenStory AI projects: A source-grounded novel-to-game workflow: adaptation design, target-runtime builds, and evidence-based QA. NovelToGame is an open-source Agent Skills toolkit for Claude Code, Codex, and Kimi Code.
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