Mmcp.market

art-bible skill

by Donchitos·Donchitos/Claude-Code-Game-Studios·25k stars·MIT

Author the Art Bible — visual identity gating asset production. Run before /map-systems.

A100/100content scan

Is the art-bible skill safe?

Clean: nothing in its files matched our rules. We read 1 file in the folder on 2026-09-28.

No findings.

Install the art-bible skill

A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.

git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git /tmp/Claude-Code-Game-Studios
mkdir -p ~/.claude/skills
cp -r /tmp/Claude-Code-Game-Studios/.claude/skills/art-bible ~/.claude/skills/art-bible
available in every project

In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub

The instructions your agent would load

SKILL.md as published, without the frontmatter. Read it on GitHub

!bash "${CLAUDESKILLDIR}/../../hooks/yaml-helper.sh" resolveconfig --keys reviewmode,automation,workflow,docs.density

Resolved above — use as-is; --review overrides review_mode. No block → defaults in .claude/docs/config-resolution.md.

Phase 0: Parse Arguments and Context Check

See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.

Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automationalwaysask categories always prompt).

docs.density — it controls per-section depth, where workflow controls which sections exist. modes.rigor sets both together; set docs.density explicitly to vary depth alone: terse = each section a bulleted list of constraints + references; balanced = paragraphs explaining each visual choice (default); thorough = full prose including style explorations, references, and rationale per choice. Apply it to every section you author.

workflow (see .claude/docs/workflow-modes.md):

sections 1–4 are the minimum when required. workflowoverrides.artbible_strict: true forces all 9 sections regardless of tier.

  • full — all 9 art bible sections required.
  • standard — required only if visual asset stories exist in the project;
  • minimal — not required. Can still be run voluntarily.

Read design/gdd/game-concept.md. If it does not exist, fail with:

"No game concept found. Run /brainstorm first — the art bible is authored after the game concept is approved."

Extract from game-concept.md:

  • Game title (working title)
  • Core fantasy and elevator pitch
  • Game pillars (all of them)
  • Visual Identity Anchor section if present (from brainstorm Phase 4 art-director output)
  • Target platform (if noted)

Retrofit mode detection: Glob design/art/art-bible.md. If the file exists, build the status table without reading the document — you are about to author only the incomplete sections, so loading the complete ones is loading exactly what you will not touch:

Grep pattern="^## " path="design/art/art-bible.md" output_mode="content" -n
Grep pattern="\[To be designed\]|\[TBD\]|\[To be written\]|^_?TODO" path="design/art/art-bible.md" output_mode="content" -n

between consecutive headings is that section's size.

  • The first grep gives the section headings and their line numbers — the gap

no placeholder marker inside it; Placeholder if a marker falls in its range; Empty if consecutive headings sit adjacent.

  • The second gives placeholder markers and where they fall.
  • A section is Complete if it has substantive distance to the next heading and

line range with Read(offset, limit) — never the whole file.

  • Where the two greps leave a section genuinely ambiguous, read that section's
  • Build a section status table:
Section | Status
--------|--------
1. Visual Identity Statement | [Complete / Empty / Placeholder]
2. Color Palette | ...
3. Lighting & Atmosphere | ...
4. Character Art Direction | ...
5. Environment & Level Art | ...
6. UI Visual Language | ...
7. VFX & Particle Style | ...
8. Asset Standards | ...
9. Style Prohibitions | ...
  • Present this table to the user:

"Found existing art bible at design/art/art-bible.md. [N] sections are complete, [M] need content. I'll work on the incomplete sections only — existing content will not be touched."

  • Only work on sections with Status: Empty or Placeholder. Do not re-author sections that are already complete.

If the file does not exist, this is a fresh authoring session — proceed normally.

Extract performance budgets and the engine for asset standard constraints: read performance.* and engine.name from project.yaml; for any key absent or empty (including when project.yaml has no performance or engine block), fall back to .claude/docs/technical-preferences.md.

Phase 1: Framing

Present the session context and ask two questions before authoring anything:

Use AskUserQuestion with two tabs:

Options: Full bible — all 9 sections / Visual identity core (sections 1–4 only) / Asset standards only (section 8) / Resume — fill in missing sections

  • Tab "Scope" — "Which sections need to be authored today?"

Mark the option the resolved workflow tier actually requires as (Recommended), and say why — the tier already decides this and the user should not have to know the tier table to answer:

documented minimum when an art bible is required at all. Say: "Sections 1–4 are what standard requires; 5–9 are available if you want them."

  • full → Full bible — all 9 sections are required at this tier.
  • standard → Visual identity core (sections 1–4 only) — that is the

sections 1–4 as the useful-if-you-want-it option rather than defaulting to 9.

  • minimal → no art bible is required. Say so before asking, and offer
  • workflowoverrides.artbiblestrict: true → Full bible** regardless of tier.

This is the single biggest cost lever in this skill: every authored section carries a specialist spawn, so authoring 9 sections where the tier requires 4 more than doubles the run for artifacts nothing downstream will check.

(Free text — let the user type specific titles. Do NOT preset options here.)

  • Tab "References" — "Do you have reference games, films, or art that define the visual direction?"

If the game-concept.md has a Visual Identity Anchor section, note it:

"Found a visual identity anchor from brainstorm: '[anchor name] — [one-line rule]'. I'll use this as the foundation for the art bible."

Phase 2: Visual Identity Foundation (Sections 1–4)

These four sections define the core visual language. All other sections flow from them. Author and write each to file before moving to the next.

Spawn policy for this phase. Section 1 is delegated on its own — it is

foundational and the user chooses between anchor directions before anything

else can build on it. Sections 2–4 are then delegated in one art-director

call, not three: they are the same agent receiving the same inputs (Visual

Identity Statement + pillars), and mood, shape and colour are interdependent —

an art director defines them together, not in isolation. Three separate calls

re-sent the same context three times and asked the agent to reason about

colour without knowing the shape language it had just written.

This is not reduced specialist involvement — every section is still

authored by the specialist, which is the point .claude/docs/effects-map.md

makes about art-bible delegation being mandatory. It is one call instead of

three for the same three sections. Per-section user approval and

write-to-file-immediately are unchanged.

More skills from Donchitos/Claude-Code-Game-Studios

  • AadoptBrownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
  • Aarchitecture-decisionCreate an ADR documenting a technical decision: context, alternatives considered, consequences.
  • Aarchitecture-reviewTraceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
  • Aasset-auditAudit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
  • Aasset-specPer-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
  • Abalance-checkFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
  • AbrainstormGuided concept ideation using professional studio techniques, player psychology, creative exploration.
  • Abug-reportStructured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
  • Abug-triageRe-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
  • AchangelogAuto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
  • Acode-reviewArchitectural code review — coding standards, SOLID, testability, performance concerns.
  • Aconsistency-checkScan GDDs against the entity registry for cross-document conflicts. Grep-first approach targets conflicting sections, different stats.

All agent skills → · MCP servers