gat-style-locklisted
Install: claude install-skill chenhangcuisg-code/gat
# gat-style-lock — freeze the art style into an enforceable contract
Request: $ARGUMENTS
This is GAT's answer to art-style drift. Once a game commits to a look
("papercut wuxia", "chunky gameboy pixel", "glowing 国风水墨"), **every** future asset —
icons months later, a new boss's VFX, a DLC tileset — must look like the same artist made
it. `gat-style-lock` converts the human-readable `design/art/art-direction.md` into a
**machine-enforceable `design/art/style-contract.yaml`** that `gat-asset`, `gat-vfx`, and
`gat-icon` are *required* to load and obey.
Read `knowledge/style/style-contract.schema.md` first — it is the law this skill enforces.
## When to run
- **First lock:** after `/gat-brainstorm` (which writes `art-direction.md`), before any asset
is generated. No contract → asset skills refuse to run.
- **Re-lock (`--relock`):** only when the team *decides* to change the style. Bumps `version`,
appends a `revisions:` entry with a rationale, and offers to re-audit existing assets.
## Procedure
1. **Read the source.** Load `design/art/art-direction.md` (and `game.md` for context). If it
is missing or vague on palette / resolution / view / rendering, **ask** rather than invent —
a wrong lock poisons every asset downstream.
2. **Extract the contract fields** into `design/art/style-contract.yaml` following the schema:
- `palette` (primary / accent / secondary / forbidden + `tolerance_deltaE`)
- `rendering` (resolution, view, outline, shading, background)
-