# Art Bible: [Game Title] > **Status**: [Draft / Under Review / Approved] > **Owned By**: art-director > **Last Updated**: [Date] > **Art Director Sign-Off (AD-ART-BIBLE)**: [Not yet reviewed] `/art-bible` writes these nine sections in this order and replaces each section's `[To be designed]` line as that section is approved. A section still holding its placeholder is incomplete; a later run fills only those. ## 1. Visual Identity Statement [To be designed] — a one-line visual rule that resolves any visual ambiguity, plus 2–3 supporting principles, each with a design test ("when X is ambiguous, choose Y") and the pillar it serves. ## 2. Mood & Atmosphere [To be designed] — for each major game state (exploration, combat, victory, defeat, menus — whichever this game has): the emotional target, lighting character (time of day, colour temperature, contrast), 3–5 atmospheric descriptors, and energy level. Each state must look distinct from the others. ## 3. Shape Language [To be designed] — character silhouette philosophy (readable at thumbnail size, one distinguishing trait per archetype), environment geometry, UI shape grammar, and hero versus supporting shapes. ## 4. Color System [To be designed] — a primary palette of 5–7 colours with their meaning in this world, semantic colour usage, per-area colour temperature rules, the UI palette and where it diverges, and colourblind safety: which semantic colours need a shape, icon or sound backup. ## 5. Character Design Direction [To be designed] — the player character's visual archetype, how players tell enemies, NPCs and allies apart at a glance, expression and pose style, and how much detail survives at game camera distance (LOD philosophy). ## 6. Environment Design Language [To be designed] — architectural style and its tie to the world's culture, texture philosophy (painted, PBR or stylised, and why), prop density rules per area type, and environmental storytelling guidelines. ## 7. UI/HUD Visual Direction [To be designed] — diegetic versus screen-space HUD, typography (personality, weight, size hierarchy, minimum readable size), iconography style, UI animation feel, and any art-direction versus readability conflict and how it was decided. ## 8. Asset Standards [To be designed] — file formats, naming convention, texture resolution tiers, LOD levels, export settings, and the engine's hard limits (poly budgets per asset category, texture memory, material slots). Where an art preference and a technical limit disagree, record both and the trade-off chosen. ## 9. Reference Direction [To be designed] — 3–5 references (games, films, art styles or artists). For each: the specific element to take from it, and what to avoid so the result does not read as a copy.