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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
26 lines
1.5 KiB
Markdown
26 lines
1.5 KiB
Markdown
> Gate definition. The spawning skill passes this file's path to the director agent; the AGENT reads it — the parent session should not.
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# AD-CONCEPT-VISUAL — Visual Identity Anchor
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Agent: `art-director` | Model tier: session (inherit) | Domain: Visual identity, art bible, visual production readiness
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**Trigger**: After game pillars are locked (brainstorm Phase 4), in parallel with CD-PILLARS
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**Context to pass**:
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- Game concept (elevator pitch, core fantasy, unique hook)
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- Full pillar set with names, definitions, and design tests
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- Target platform (if known)
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- Any reference games or visual touchstones mentioned by the user
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**Prompt**:
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> "Based on these game pillars and core concept, propose 2-3 distinct visual identity
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> directions. For each direction provide: (1) a one-line visual rule that could guide
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> all visual decisions (e.g., 'everything must move', 'beauty is in the decay'), (2)
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> mood and atmosphere targets, (3) shape language (sharp/rounded/organic/geometric
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> emphasis), (4) color philosophy (palette direction, what colors mean in this world).
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> Be specific — avoid generic descriptions. One direction should directly serve the
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> primary design pillar. Name each direction. Recommend which best serves the stated
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> pillars and explain why."
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**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)
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