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当前公开展示的是 Game Dev art-bible。本作品已批准的版本仍可按原地址安装和更新。

Art Bible

该 Skill 以问答模板方式指导创建游戏 Art Bible,覆盖艺术方向、配色、角色与环境、UI、技术约束、参考板和资产管线,并可按引擎与平台输出 Markdown 文档。

toilanguyen2910
toilanguyen2910
热度 12.07
最近更新 2026-06-27 01:04:37
分类:创作依赖:读写文件应用场景:模板 / 品牌素材 / 工作流

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add art-bible
Metadata
name
game-dev-art-bible
description
Visual identity specification for games. Defines style guides, color palettes, reference boards, technical art constraints, and pipeline requirements. Ensures visual consistency across the project.
triggers
["art style guide","create art bible","visual identity","game art direction","color palette","art pipeline","style guide"]

Game Dev Art Bible — Visual Identity Specification

🎯 Purpose

Define the visual identity of a game so all artists (and AI tools) produce consistent, on-brand assets. Covers style references, color theory, material specs, and technical constraints per engine.

🤖 Multi-Platform Notes

Platform Notes
OpenClaw Best for writing structured documents. Can create separate files for each section and link them.
Claude Code Can write markdown files. Share color codes, hex values, and rules.
Cursor/Windsurf Good for editing alongside project assets.
GitHub Copilot Chat can help define style rules. Good for fill-in templates.
Generic LLM Chat Output sections as code blocks. User pastes into their project docs.
Any AI All can generate color palettes, style descriptions, and reference lists. Image-capable AIs can analyze reference images.

📂 Document Structure

Create in game-dev-studio/art-bible/:

art-bible/
├── index.md               ← Master document
├── 01-style-guide.md      ← Overall art direction
├── 02-color-palette.md    ← Color systems + hex codes
├── 03-characters.md       ← Character design rules
├── 04-environments.md     ← Environment/world art
├── 05-ui.md               ← UI art style
├── 06-technical.md        ← Technical constraints
├── 07-reference-board.md  ← Visual references
└── 08-pipeline.md         ← Asset pipeline + tools

🎨 Section 1: Art Direction

Step 1.1 — Style Definition

Ask:

"What's the visual style?"

1) Pixel art — retro, constrained resolution
2) Low-poly 3D — faceted, stylized, performs well
3) Hand-painted 3D — painterly textures on 3D models
4) Realistic 3D — PBR, photoreal, heavy
5) Cel-shaded / Toon — like anime or comic (e.g. Jet Set Radio, Borderlands)
6) Vector / Flat — clean lines, flat colors
7) Hand-drawn — 2D animation frames, sketchy
8) Mixed media — combine styles intentionally
9) Procedural / Generative — algorithm-driven visuals
10) Abstract — non-representational

Step 1.2 — Artistic Influences

Ask:

"Name 3-5 artistic influences (games, art, movies, artists)."

Link or describe each and note what aspect to take from each:

Influence What We're Taking
Hollow Knight Atmospheric lighting and silhouette readability
Cuphead Animation quality and frame-by-frame feel
Ghibli films Color grading and environmental storytelling

Step 1.3 — Mood Words

Ask:

"List 5-10 adjectives that describe the game's look."

Examples: warm, gritty, whimsical, dark, saturated, desaturated, crisp, fuzzy, neon, organic, geometric, painterly, minimal.


🎨 Section 2: Color Palette

Step 2.1 — Palette Type

Ask:

"Palette strategy?"

1) Limited palette — NES-style, 16-64 colors total
2) Moody palette — one dominant hue, limited range
3) Full color — no artificial limit
4) Procedural — generated or data-driven

Step 2.2 — Define Palette

For each color:

## [Color Name]

**Role:** [primary / secondary / accent / background / UI]
**Hex:** `#RRGGBB`
**RGB:** (R, G, B)
**HSL:** (H°, S%, L%)

**Usage:**
- [Where this color is used]
- [What it communicates]

**Avoid:**
- [Where NOT to use this color]

Step 2.3 — Palette Rules

## Palette Rules

### Primary Colors (70% of screen)
- [Color A] — backgrounds, large surfaces
- [Color B] — secondary surfaces, shadows

### Secondary Colors (25% of screen)
- [Color C] — characters, interactive elements
- [Color D] — environment details

### Accent Colors (5% of screen)
- [Color E] — UI highlights, important items
- [Color F] — warnings, danger indicators

### Readability Rules
- Text on background must have 4.5:1 contrast ratio (WCAG AA)
- Interactive elements must contrast with background

👤 Section 3: Character Design

# Character Design Guidelines

## Silhouette Rules
- Each character must have a unique, readable silhouette
- Use the "silhouette test": fill character in black, it should still be identifiable

## Proportion Rules
- [E.g., "All characters are 4 heads tall, cartoon proportion"]
- [E.g., "Human characters use realistic 7.5 head proportion"]

## Material Palette
| Material | PBR Values | Visual Goal |
|----------|-----------|-------------|
| Skin | Roughness 0.5, Metal 0 | Soft, matte |
| Armor | Roughness 0.3, Metal 0.8 | Shiny, metallic |
| Cloth | Roughness 0.8, Metal 0 | Soft, matte, slightly fuzzy |

## Expression Range
- [How many expressions needed per character]
- [Style of expressions: subtle, exaggerated, etc.]

## Animation Style
- **Walk cycle:** [bouncy / realistic / minimal]
- **Idle:** [breathing only / fidgets / still]
- **Attack:** [telegraphed / snappy / heavy]

🌍 Section 4: Environment Art

# Environment Art Guidelines

## Grid & Scale
- **Unit scale:** [1 unit = 1 meter / 1 unit = 0.5 meters]
- **Player height:** [X units]
- **Tile size:** [X units]
- **Module grid:** [X x Y for modular pieces]

## Lighting
- **Primary light:** [warm/cool, direction, intensity]
- **Ambient:** [color, intensity]
- **Shadow:** [hard/soft, resolution]
- **Fog:** [color, density, distance]

## Level Art Rules
- [Rule about visual clarity / readability]
- [Rule about contrast / leading the eye]
- [Rule about performance (draw calls, poly count)]

## Material Library
| Material | Texture Size | Tiling | PBR Values | Notes |
|----------|-------------|--------|-----------|-------|
| Stone Wall | 1024x1024 | 2x2 | R:0.8, M:0 | Keep neutral |
| Metal Floor | 2048x2048 | 1x1 | R:0.3, M:0.9 | Add scratches |
| Wood Planks | 512x512 | 4x2 | R:0.7, M:0 | Vary color |

🖥️ Section 5: UI Art

# UI Art Direction

## UI Style
- [Minimalist / ornate / diegetic / flat / skeuomorphic]

## UI Color Palette
- **Primary UI:** `#RRGGBB` — buttons, panels
- **Interactive:** `#RRGGBB` — hover, clickable
- **Danger:** `#RRGGBB` — health low, warnings
- **Success:** `#RRGGBB` — achievements, positive
- **Disabled:** `#RRGGBB` — inactive elements

## Typography
- **Primary font:** [name], [weight range]
- **Secondary font:** [name], [weight range]
- **Fallback:** [system font]
- **Sizes:** H1: 32px, H2: 24px, Body: 16px, Caption: 12px

## Icon Style
- [Filled / outlined / glyph / illustrated]
- [Line thickness: Xpx]
- [Corner radius: Xpx]

⚙️ Section 6: Technical Constraints

Step 6.1 — Engine Constraints

Constraint Godot Unity UE
Max texture size 4096x4096 (default) 2048x2048 (mobile), 4096x4096 (desktop) 8192x8192
Max poly count per mesh Varies by target 50k-100k (desktop), 5-10k (mobile) 100k+ (desktop), 10k (mobile)
Draw calls target <500 (mobile), <2000 (desktop) <100 (mobile), <500 (desktop) <1000 (desktop)
Atlas packing TileSet/TileMap Sprite Atlas Texture Atlas

Step 6.2 — Asset Naming Convention

[type]_[description]_[variant]_[size].[ext]

Examples:
char_player_run_01.png
env_wall_stone_01.png
ui_btn_primary_32.png
fx_explosion_01.png

Step 6.3 — Export Settings

Asset Type Format Compression Mipmaps Notes
Textures (opaque) PNG (source), .tex (engine) BC1/BC7 (DXT) Yes No alpha
Textures (transparent) PNG (source) BC3 (DXT5) Yes Premultiply alpha
Sprites PNG RGBA 8-bit No Power of 2 required
3D Models FBX/glTF — — Apply scale, -Z forward
Audio WAV (source), OGG (build) Vorbis — 44.1kHz, 16-bit

🖼️ Section 7: Reference Board

Create a reference board section with desciptions:

# Reference Board

## Color References
- [Image description] — warm palette, earthy tones
- [Image description] — neon accents on dark backgrounds

## Lighting References
- [Game / scene description] — volumetric lighting examples
- [Game / scene description] — rim lighting on characters

## Mood References
- [Link / description] — overall atmosphere target
- [Link / description] — specific environment mood

## Technical References
- [Game / scene description] — similar visual quality target
- [Game / scene description] — benchmark for performance

🔧 Section 8: Asset Pipeline

# Asset Pipeline

## Tools
- **Modeling:** [tool] [version]
- **Texturing:** [tool] [version]
- **Animation:** [tool] [version]
- **Audio:** [tool] [version]
- **VFX:** [tool]

## Import Process
1. Create asset in source tool
2. Export to [format] with [settings]
3. Import into engine with [import settings]
4. Verify in-engine appearance
5. Test performance (render budget, draw calls)

## Quality Check
- [ ] Meets poly budget
- [ ] Texture resolution correct
- [ ] PBR values within range
- [ ] No Z-fighting or clipping
- [ ] LODs generated (for 3D)
- [ ] Collision mesh set
- [ ] Named per convention
- [ ] Placed in correct folder

📄 Final Output

# [Game Title] — Art Bible

**Version:** 1.0
**Date:** [YYYY-MM-DD]
**Art Director:** [Name]

## Style Summary
[One paragraph. Core visual identity.]

## Quick Reference
| Aspect | Value |
|--------|-------|
| Style | [pixel / low-poly / hand-painted / etc.] |
| Color Count | [limited / full / procedural] |
| Color Mood | [warm/cool, saturated/muted] |
| Texture Budget | [total MB] |
| Poly Budget | [triangles per frame] |
| Res Target | [1080p / 1440p / 4K / dynamic] |
| Framerate Target | [30 / 60 / 144 FPS] |

## Next Steps
- [ ] Finalize palette
- [ ] Create style test (single scene proving the art)
- [ ] Start `game-dev-studio/skills/architecture` for tech art pipeline
- [ ] Begin asset production