← ClaudeAtlas

art-directionlisted

MANDATORY first phase for ANY visual work (3D, pixel, vector, UI). Defines a concrete per-game art-direction spec BEFORE generating pixels, and a self-critique loop that runs…
Nioris/project-forge · ★ 1 · AI & Automation · score 77
Install: claude install-skill Nioris/project-forge
# Art Direction — Define quality FIRST, generate to spec, self-critique BEFORE delivering ## Why this skill exists (the actual problem it fixes) First-draft visuals come out weak — "просто стены", flat sprites, generic UI — and then take many rounds of "сделай нормально" to reach quality. **Root cause:** generation starts with no defined target, so the model emits its safest, most generic default; the *user* becomes the quality loop. This skill inverts that: define a concrete target up front, then self-evaluate and revise **before** the user ever sees it. Goal — **deliver pass-3 quality on pass 1.** This is invoked FIRST by every visual skill. Do not generate visuals without a spec. ## Part A — The Art-Direction Spec (do this BEFORE any pixels) Produce `wiki/design/art-direction-{Project}.md`. It must be **concrete** — exact hex, exact counts, named references. Vague specs ("nice, modern, clean") produce generic output; that is the failure mode. If you catch yourself writing an adjective, replace it with a number, a hex code, or a named touchstone. ```markdown # Art Direction — {Project} ## 1. Identity (one sentence) "{Genre} game that feels like {emotional adjective} — think {Reference A} meets {Reference B}." ## 2. Reference touchstones (3–5, NAMED, real) - {Game/film/artist} — for {what specifically: palette / lighting / shape language / mood} - ... (pull from $research-references if it ran; otherwise name them now) ## 3. Palette (EXACT hex — this is binding, not