Game art direction
Direct game art and creative vision. Turn GAME_DESIGN into a production-level ART_DIRECTION defining a recognizable visual style, camera and composition, world and character grammar, functional colour/light/material, HUD feedback, motion and transition specs, audio direction, and a signature moment for every screen and mode. Use for what should the game look like, set the art direction, define the visual style. 游戏美术与创意方向。把 GAME_DESIGN 转成策划级 ART_DIRECTION,定义可辨识视觉风格、镜头构图、世界与角色语法、功能性色光材质、界面反馈、运动与转场规格、声音方向和每个界面/模式的签名游戏时刻。用于判断游戏应该长什么样、制定游戏美术方向等需求。From its SKILL.md
npx -y skills add worldwonderer/novel-to-game --skill game-art-directionAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
SKILL.md
4.4 KB, as published. Nobody here has run it
游戏美术与创意方向
定义玩家最终看见、听见和读懂的体验;资产怎样生产、使用什么渲染库、模型或供应商由构建阶段决定。
读取 art-direction-method.md。必须已有 GAME_DESIGN.md 与
PRODUCT_BRIEF.md;视觉服务玩法,不能用漂亮参考图重写游戏。
产物语言由 PRODUCT_BRIEF.md 锁定;未锁定时跟随对话语言,不默认产出中文。
继承目标平台、视口/朝向、画风、内容尺度、targetFinish 与 experienceProfile。视觉参考只借
声明的构图、材质、色光或信息原则,不复制他作角色、地图、界面和资产。原作文化与目标市场分别
研究,不用流行刻板符号替代原作身份。
设计
- 定义 3–5 个能否决错误方案的视觉原则和反向原则;
- 为玩家、目标、威胁、奖励和地标建立镜头、焦点、轮廓、尺度与密度语法;
- 让颜色、光、材质和运动编码真实状态,并提供非颜色冗余与低动效表达;
- 定义首屏焦点、HUD 信息层级、输入反馈、结果分级、失败与结果状态;
- 为环境、角色、交互物和关键道具定义共享世界语法与各自识别锚点;
- 定义目标语言的字体覆盖、阅读顺序、文本密度与文化符号边界;
- 为每个实际交互界面或模式描述一个招牌时刻,说明玩家动作、压力、焦点、前后节拍和界面;
- 定义声音世界、功能反馈层级和音乐边界;语音只在确有独特价值时选择,并始终保留字幕/静音路径。
narrative-led 或 hybrid 的叙事层还要说明人物距离、朝向、遮挡和姿态如何表现关系变化;对白区
怎样保证阅读、历史回看、跳过与加速;隐藏关系或立场优先通过称呼、站位、可选行动和场景可达性
表达,不默认做成数字面板。
动态媒体只规定体验角色、触发状态、镜头两端必须接续的事实和静帧/低动效 fallback;生成资产只 规定风格、身份、构图和状态连续性。生产台账、调用、格式、缓存与接入属于构建阶段。
表现层读取已经裁决的状态、事件与知识权限:同一个“获得物件、隐瞒证词、公开承诺”可以换文字、镜头 或动画,但不能由表现代码另算一次效果,也不能向玩家或角色提前泄露未获知事实。
若 GAME_DESIGN 选择了 signature_command,界面必须区分玩家原表述、待补/被拒的候选、执行过程、
实际结果、留下的证物/见证和到期事项;输入已接收不能画成事情已经办成,部分完成或泄露也不能被成功
动画覆盖。
不要写着色器、拓扑、贴图规格、接口、文件格式教程或供应商参数。
输出
生成 design/ART_DIRECTION.md,包含:
targetFinish与视觉原则;- 镜头/构图、世界/角色/道具语法、功能性色光材质;
- HUD、反馈、运动/转场、语言/文化与声音方向;
- 各界面/模式的招牌时刻;
- 必需与可降级资产,以及原创/授权边界和仍未确定的视觉风险。
只有 targetFinish、用户用途或高风险视觉问题确实需要时,才追加 design/VISUAL_TARGETS.md 与少量
持久目标图;文字方向本身不因缺图片工具而失效。采用语音或动态媒体时只在 ART_DIRECTION 中补方向
条目,不建立生产级空表。
交付前确认:玩家一眼能找到当前动作与压力;招牌时刻在实际界面而非概念海报中成立;方向覆盖核心 循环、失败和结果;构建无需重新发明风格或反馈,但仍保有实现自由。
What ships with it: 2 files
19.4 KB alongside SKILL.md
agents/
- openai.yaml283 B
references/
- art-direction-method.md19.2 KB
Gives 0 of the 12 instructions most css styling skills give
Counted across 512 of the 512 authors here whose files we hold, read 2026-09-06
- Animate only transform and opacityin 32 of 512, across 30 files
- Respect prefers-reduced-motionin 21 of 512
- Support reduced motion preferencesin 16 of 512, across 6 files
- Use Tailwind CSS for stylingin 14 of 512, across 13 files
- Specify AnimatePresence mode explicitlyin 12 of 512, across 2 files
- Set initial states explicitlyin 12 of 512, across 2 files
- Use semantic HTML elementsin 11 of 512, across 10 files
- Use oklch for color valuesin 11 of 512, across 10 files
- Honor prefers-reduced-motion in animationsin 10 of 512
- Provide a reduced-motion fallback for animationsin 10 of 512, across 9 files
- Use property names in camelCasein 9 of 512, across 4 files
- Ensure UI animations stay under 300msin 9 of 512, across 6 files
Said here and by no other author read
- Read art-direction-method.md before proceeding
- Define three to five visual principles
- Establish camera and silhouette grammar
- Define HUD information hierarchy and feedback
- Describe a signature moment for every mode
Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once.