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Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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# Art Bible: [Game Title]
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## Document Status
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- **Version**: 1.0
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- **Last Updated**: [Date]
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- **Owned By**: art-director
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- **Status**: [Draft / Under Review / Approved]
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> **Status**: [Draft / Under Review / Approved]
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> **Owned By**: art-director
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> **Last Updated**: [Date]
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> **Art Director Sign-Off (AD-ART-BIBLE)**: [Not yet reviewed]
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## Visual Identity Summary
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[2-3 sentences describing the overall visual identity]
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`/art-bible` writes these nine sections in this order and replaces each
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section's `[To be designed]` line as that section is approved. A section still
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holding its placeholder is incomplete; a later run fills only those.
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## Reference Board
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[List reference games, films, art, and what specific visual quality each represents]
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## 1. Visual Identity Statement
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| Reference | Medium | What We're Taking |
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| --------- | ------ | ----------------- |
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| [Name] | [Game/Film/Art] | [Specific quality] |
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[To be designed] — a one-line visual rule that resolves any visual ambiguity,
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plus 2–3 supporting principles, each with a design test ("when X is ambiguous,
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choose Y") and the pillar it serves.
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## Color Palette
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## 2. Mood & Atmosphere
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### Primary Palette
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| Name | Hex | Usage |
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| ---- | --- | ----- |
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| [Color Name] | #XXXXXX | [Where and when to use] |
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[To be designed] — for each major game state (exploration, combat, victory,
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defeat, menus — whichever this game has): the emotional target, lighting
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character (time of day, colour temperature, contrast), 3–5 atmospheric
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descriptors, and energy level. Each state must look distinct from the others.
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### Emotional Color Mapping
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| Game State | Dominant Colors | Mood |
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| ---------- | --------------- | ---- |
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| Exploration | [Colors] | [Feeling] |
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| Combat | [Colors] | [Feeling] |
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| Safe zones | [Colors] | [Feeling] |
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| Danger | [Colors] | [Feeling] |
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## 3. Shape Language
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## Art Style
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[To be designed] — character silhouette philosophy (readable at thumbnail
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size, one distinguishing trait per archetype), environment geometry, UI shape
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grammar, and hero versus supporting shapes.
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### Rendering Style
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[Realistic / Stylized / Pixel / Cel-shaded / etc.]
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## 4. Color System
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### Proportions
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[Character proportions, environment scale, UI scale relationships]
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[To be designed] — a primary palette of 5–7 colours with their meaning in this
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world, semantic colour usage, per-area colour temperature rules, the UI palette
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and where it diverges, and colourblind safety: which semantic colours need a
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shape, icon or sound backup.
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### Level of Detail
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[How detailed are characters, environments, UI elements?]
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## 5. Character Design Direction
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### Visual Hierarchy
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[How do we guide the player's eye? What's always most prominent?]
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[To be designed] — the player character's visual archetype, how players tell
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enemies, NPCs and allies apart at a glance, expression and pose style, and how
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much detail survives at game camera distance (LOD philosophy).
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## Character Art Standards
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[Silhouette requirements, color coding, animation style, proportions]
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## 6. Environment Design Language
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## Environment Art Standards
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[Tilesets, modularity, lighting, atmospheric effects, scale]
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[To be designed] — architectural style and its tie to the world's culture,
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texture philosophy (painted, PBR or stylised, and why), prop density rules per
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area type, and environmental storytelling guidelines.
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## UI Art Standards
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[Button styles, typography, icon style, menu layout principles, HUD density]
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## 7. UI/HUD Visual Direction
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## VFX Standards
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[Particle style, screen effects, impact feedback, color coding]
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[To be designed] — diegetic versus screen-space HUD, typography (personality,
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weight, size hierarchy, minimum readable size), iconography style, UI animation
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feel, and any art-direction versus readability conflict and how it was decided.
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## Asset Production Standards
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## 8. Asset Standards
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### Naming Convention
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`[category]_[name]_[variant]_[size].[ext]`
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[To be designed] — file formats, naming convention, texture resolution tiers,
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LOD levels, export settings, and the engine's hard limits (poly budgets per
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asset category, texture memory, material slots). Where an art preference and a
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technical limit disagree, record both and the trade-off chosen.
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### Texture Standards
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| Category | Max Resolution | Format | Color Space |
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| -------- | -------------- | ------ | ----------- |
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| Characters | [Size] | [Format] | [Space] |
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| Environments | [Size] | [Format] | [Space] |
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| UI | [Size] | [Format] | [Space] |
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| VFX | [Size] | [Format] | [Space] |
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## 9. Reference Direction
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### Animation Standards
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[Frame rates, blend times, animation graph structure]
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## Accessibility
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- Colorblind-safe UI elements required
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- Minimum text size: [X]px at 1080p
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- High contrast mode specifications
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- Icon + color (never color alone) for game state
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[To be designed] — 3–5 references (games, films, art styles or artists). For
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each: the specific element to take from it, and what to avoid so the result
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does not read as a copy.
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