> Gate definition. The spawning skill passes this file's path to the director agent; the AGENT reads it — the parent session should not. # AD-CONCEPT-VISUAL — Visual Identity Anchor Agent: `art-director` | Model tier: session (inherit) | Domain: Visual identity, art bible, visual production readiness **Trigger**: After game pillars are locked (brainstorm Phase 4), in parallel with CD-PILLARS **Context to pass**: - Game concept (elevator pitch, core fantasy, unique hook) - Full pillar set with names, definitions, and design tests - Target platform (if known) - Any reference games or visual touchstones mentioned by the user **Prompt**: > "Based on these game pillars and core concept, propose 2-3 distinct visual identity > directions. For each direction provide: (1) a one-line visual rule that could guide > all visual decisions (e.g., 'everything must move', 'beauty is in the decay'), (2) > mood and atmosphere targets, (3) shape language (sharp/rounded/organic/geometric > emphasis), (4) color philosophy (palette direction, what colors mean in this world). > Be specific — avoid generic descriptions. One direction should directly serve the > primary design pillar. Name each direction. Recommend which best serves the stated > pillars and explain why." **Verdicts**: CONCEPTS (multiple valid options — user selects) / STRONG (one direction clearly dominant) / CONCERNS (pillars don't provide enough direction to differentiate visual identity yet — name each pillar that gives none, and which of the four elements above it leaves open)