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Claude-Code-Game-Studios/.claude/docs/templates/art-bible.md
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DonchitosandClaude Opus 5.5 b21fa0f7f2 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
2026-09-29 21:32:19 +10:00

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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.