--- name: visual-development description: Exploring and proving the look of a project before and during production - thumbnails, concept and environment studies, colour scripts, keyframes, lighting studies, key art, and look-dev decisions - for games, film, animation, and illustrated books. Load when exploring visual options, building a colour script, designing key environments or keyframes, pitching a look, or locking a final visual direction from a style guide. --- # Visual development Chain: `creative-direction` -> `art-direction` -> `visual-development`. Draws on `character-design` for cast looks and `worldbuilding` for place. ## Purpose Explore visual options within the art direction, test them against story and pillars, and converge on approved looks that production can build. ## Inputs - Style guide and pillars (`art-direction`, `creative-direction`). - Story beats and locations (`narrative`), setting facts (`worldbuilding`). - Character sheets in progress (`character-design`). ## Framework 1. **Define the questions**: what must exploration answer (e.g. "what does the capital look like at dawn?"). 2. **Diverge cheaply**: many small thumbnails and value sketches; judge composition and readability before adding colour or detail. 3. **Environment and prop studies**: establish scale, landmarks, materials, and storytelling details that reflect the setting's history. 4. **Colour script**: a strip of small frames, one per sequence or beat, showing colour and light changes that support emotional arc. Check contrast between consecutive beats. 5. **Keyframes**: fully rendered moments that fix mood, lighting, and character-in-environment relationships. 6. **Lighting and atmosphere**: key/fill/rim logic, time of day, weather, and what light directs the eye to. 7. **Converge**: select, combine, and refine; record why options were rejected. 8. **Lock and package**: approved look with annotated callouts for production. ## Output ``` VISUAL DEVELOPMENT PACKAGE Questions explored: Thumbnails / options (selected + rejected, with reasons): Colour script (beat -> palette, light, emotion): Keyframes: Environment / prop studies: Lighting notes: Open issues and what production must still decide: Status (user decision): ``` ## Quality checklist - Each image answers a stated question. - Colour script follows the emotional arc and has no flat stretches by accident. - Keyframes respect style-guide rules and setting facts. - Compositions read at thumbnail size. - Rejected options and reasons are recorded. ## Anti-patterns - Rendering before the idea is proven in thumbnails. - Beautiful keyframes that ignore story, scale, or production limits. - Drifting from the style guide without updating it. - One option shown only, leaving no real choice. - Colour chosen per image, not per sequence. ## Handoff - Approved looks update the style guide (`art-direction`) and go to production. - Request missing story beats from `narrative`, character designs from `character-design`, world details from `worldbuilding`. - Pillar-level disputes return to `creative-direction`. ## See also Optional, if installed: material-shader-workflows (the creative-technology plugin) for the broader discipline this skill applies. This skill stands on its own.