mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-10-16 01:37:05 +00:00
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
68 lines
2.7 KiB
Markdown
68 lines
2.7 KiB
Markdown
# 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.
|