--- name: creative-direction description: Defining and guarding the creative vision of a project - creative brief, audience, tone, experience goals, creative pillars, references, and approval criteria - for games, film, animation, books, and brands. Load when starting a project, writing or reviewing a creative brief, setting pillars, resolving conflicting creative options, or checking that work stays on vision. --- # Creative direction First link of the visual chain: `creative-direction` -> `art-direction` -> `visual-development`. Story track: `worldbuilding` -> `narrative` -> `character-design`. Creative direction sets the vision both tracks serve. ## Purpose Turn a vague idea into a written, testable vision so any later session can make decisions without asking. ## Inputs - The idea, goal, or commission; business or personal constraints (budget, schedule, platform, format). - Audience and context of consumption. - Existing material: prior work, brand guidelines, source IP. ## Framework 1. **Creative brief**: what is being made, for whom, why, and what success looks like. One page. 2. **Audience**: who they are, what they want to feel, what they already know. 3. **Experience goals**: the feelings or reactions you want (e.g. dread, wonder, trust), stated as outcomes for the audience, not features. 4. **Pillars**: 3-5 short statements that define the work and settle arguments. Each must be specific enough to exclude something. 5. **Tone and voice**: a few adjective pairs ("warm, not twee"). 6. **References**: films, books, games, brands - each with the specific quality borrowed and what is deliberately not borrowed. 7. **Constraints and non-goals**: what the project will not be. 8. **Approval**: the user is the decision-maker; list the gates at which to ask them and the criteria (pillars and brief). ## Output ``` CREATIVE BRIEF Project / format: Audience: Purpose (why now): Experience goals: Pillars (3-5): each = statement + "means / does not mean" Tone & voice: References (borrow / avoid): Constraints & non-goals: Review gates (user decides): Success measures: ``` ## Quality checklist - A stranger could predict what the work is not. - Every pillar rules something out. - Experience goals are about the audience, not the creators. - References name the quality borrowed, not just the title. - Review gates and criteria are written down. ## Anti-patterns - Pillars that are generic ("fun", "high quality", "innovative"). - Brief as a feature list or mood-free spec. - Reference soup: ten influences with no priority. - Vision that changes silently between sessions; record changes instead. - Directing by personal taste rather than the agreed brief. ## Handoff - Approved brief and pillars -> `art-direction` (visual language) and `worldbuilding` (setting and rules). - Use pillars as the review lens for `narrative`, `character-design`, and `visual-development` output.