--- name: art-direction description: Establishing and maintaining a coherent visual language - mood boards, style guide, shape language, colour palette and value structure, lighting, texture, typography, composition rules, and do/don't examples - across games, film, animation, books, and brands. Load when translating a creative brief into a visual style, writing a style guide, reviewing assets for consistency, or briefing artists. --- # Art direction Chain: `creative-direction` -> `art-direction` -> `visual-development`. Story-side input comes from `worldbuilding` and `character-design`. ## Purpose Define how the work looks and keep it consistent, so every session and every asset produce one visual identity that expresses the pillars. ## Inputs - Approved creative brief and pillars (`creative-direction`). - Setting facts such as climate, culture, technology level (`worldbuilding`). - Production limits: medium, resolution, budget, tooling, and the single person's time. ## Framework 1. **Translate pillars to visual principles**: each pillar becomes one or two visual rules. 2. **Mood board**: curated images grouped by theme (colour, light, texture, shape, composition). Annotate why each is there; cut anything without a reason. 3. **Shape language**: dominant primitives - circles read friendly and safe, squares stable and solid, triangles dynamic or dangerous. Decide per faction, character type, or environment. 4. **Silhouette and readability**: key subjects must read at small size and in solid black. 5. **Colour and value**: palette with roles (dominant, secondary, accent), saturation and contrast limits, value structure (squint test). Reserve the accent for what matters. 6. **Light and texture**: light direction and quality, level of detail, materials, rendering approach (painterly, flat, photoreal, etc.). 7. **Typography and graphic design**: type families, hierarchy, iconography, layout grid where relevant. 8. **Style guide with do/don't pairs**: visual examples of on-style and off-style. 9. **Review loop**: self-critique each asset against the guide and pillars with the review criteria below, not personal taste; record the verdict. ## Output ``` STYLE GUIDE Visual principles (from pillars): Mood board summary (+ annotations): Shape language: Silhouette rules: Palette (roles, values, saturation limits): Lighting and texture: Typography / iconography: Do / Don't examples: Asset review criteria: ``` ## Quality checklist - Every rule traces back to a pillar. - Guide works in greyscale; values carry the image before colour does. - A fresh session or contractor could produce on-style work from the guide alone. - Do/Don't examples exist, not only prose. - The style is achievable within production limits. ## Anti-patterns - Mood board as a pretty collage with no stated takeaways. - Style by reference imitation: copying another work's look wholesale. - Over-specifying until nobody can create; leave room inside the rules. - Too many accent colours, so nothing stands out. - Guide written once and never updated after decisions change. ## Handoff - Style guide -> `visual-development` for exploration, colour scripts, and key art. - Feed shape language and palette rules to `character-design`; ask `worldbuilding` for cultural or environmental facts the visuals must respect. - Escalate pillar conflicts to `creative-direction`. ## See also Optional, if installed: 3d-asset-pipeline (the creative-technology plugin); 2d-asset-pipeline (the creative-technology plugin) for the broader discipline this skill applies. This skill stands on its own.