game-build
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAME_DESIGN, and ART_DIRECTION when…
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
Claude Code
$ npx -y skills add zenstory-ai/novel-to-game --skill game-art-direction --agent claude-code
Codex
$ npx skills add zenstory-ai/novel-to-game --skill game-art-direction -a codex -y
Cursor
$ npx skills add zenstory-ai/novel-to-game --skill game-art-direction -a cursor -y
Gemini CLI
$ npx skills add zenstory-ai/novel-to-game --skill game-art-direction -a gemini-cli -y
GitHub Copilot
$ npx skills add zenstory-ai/novel-to-game --skill game-art-direction -a github-copilot -y
OpenCode
$ npx skills add zenstory-ai/novel-to-game --skill game-art-direction -a opencode -y
Windsurf
$ npx skills add zenstory-ai/novel-to-game --skill game-art-direction -a windsurf -y
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,定义可辨识的视觉风格、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。"
定义玩家在游戏里看见、听见和读懂的视听体验(不写着色器代码、模型拓扑、贴图参数、API 接口或供应商配置);输入必须包含 `GAME_DESIGN.md` 与 `PRODUCT_BRIEF.md`,视觉表现服务于玩法决策,不得为了迁就参考图而改写玩法规则。读取 [art-direction-method.md](references/art-direction-method.md)。
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。
直接继承目标平台、视口与屏幕朝向、画风、`targetFinish`、内容尺度与 `experienceProfile`。视觉参考只借鉴已声明的构图、材质、色光或信息层级,不得照搬他作的角色、地图、界面与美术资产;原著文化背景与目标发行市场分开考证,不用泛化的流行刻板符号替代原著自身的时代与文化气质。
生成 `design/ART_DIRECTION.md`,包含:
1. **`targetFinish` 与核心视觉原则**:确立能明确区分“符合本作”与“偏离本作”的审美准绳; 2. **镜头构图与视觉语言**:为主角、目标点、威胁、奖励和场景地标建立清晰的机位、焦点、剪影轮廓、体型比例、疏密规则及标志性识别特征; 3. **服务玩法的色光、材质与动效**:准确传达已由规则裁决的游戏状态,并提供不依赖颜色的图形提示、低动效替代方案与充足对比度; 4. **HUD 布局与操作反馈**:明确首屏重心、信息层级、即时反馈、失败提示与结算画面,规定目标语言的字体覆盖、阅读动线、单屏字数上限与文化符号边界(叙事及混合项目还需说明人物站位距离、朝向与姿态如何外化人物关系,以及对话框如何兼顾阅读、回看、跳过与快进); 5. **关键游戏时刻**:围绕核心循环或视觉风险最高的场次,写清玩家操作、局势压力、画面焦点及操作前后的画面变化(按参考文档条件决定是否产出 `design/VISUAL_TARGETS.md` 及目标样张); 6. **声音方向**:设定声音风格、功能音效层级和配乐边界;仅在确有独特体验价值时启用角色配音,全程保证纯字幕与静音模式下可正常游玩; 7. **资产清单与视觉风险**:区分必需资产与可降级资产、原创与授权边界,以及尚待验证的视觉风险。
交付前在目标视口尺寸下核查:关键游戏时刻是否在真实的带 UI 游戏画面中成立(不拿概念宣传海报顶替),且美术规范已完整覆盖核心循环、失败与结局。
Agent skills for source-grounded novel-to-game adaptation (小说改编游戏 / story to game): cited design docs, target-runtime builds, evidence-based QA. Three playable browser examples. For Claude Code, Codex, and Kimi Code.
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAME_DESIGN, and ART_DIRECTION when…
Design game concepts from a novel. From SOURCE_BIBLE and PRODUCT_BRIEF, compare meaningful alternatives on the dimensions still…
Verify a game with evidence on its selected target runtime. Launch the actual build and prove real rendering, input, the core…
Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core…
Deconstruct a novel for game adaptation. Compress a raw novel, deconstruction library, or writing project into a SOURCE_BIBLE…
Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline —…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.