art-bible

An expert system that generates complete course deliverables from minimal input.

1|Updated May 3, 2026
One-click install
npx skills add https://github.com/imclab/xrA1-swarm --skill art-bible-imclab
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: art-bible
Source: https://github.com/imclab/xrA1-swarm/tree/main/.claude/skills/art-bible
Command: npx skills add https://github.com/imclab/xrA1-swarm --skill art-bible-imclab

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It turns a previously approved game concept into a complete, production-ready Art Bible that defines visual identity and hard constraints for all downstream asset creation.

Core Features & Use Cases

  • Guided, section-by-section Art Bible authoring: Creates or completes the 9 required sections (visual identity, mood, shape language, color system, character direction, environment language, UI/HUD direction, asset standards, and reference direction) with a clear workflow gate before any GDD authoring proceeds.
  • Retrofit and completion-safe mode: Detects an existing art bible at design/art/art-bible.md, measures which sections are complete vs empty/placeholder, and only drafts missing sections to avoid overwriting approved work.
  • Agent-delegated production standards: Coordinates specialized drafting (art director; plus UX and technical artist input for UI and asset constraints) and runs an Art Director Sign-Off step using the configured review mode.

Quick Start

Use art-bible to generate or fill missing sections of your art bible after you have run /brainstorm and approved the game concept in design/gdd/game-concept.md.

Frequently Asked Questions about art-bible

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create an art bible for my game from an approved concept?▼

To create an art bible, you transform an approved game concept into a complete document specifying visual identity, mood, shape language, color system, and asset standards to establish hard constraints for downstream asset production.

What sections are required in a complete game art bible?▼

A complete game art bible requires nine sections: visual identity, mood, shape language, color system, character direction, environment language, UI/HUD direction, asset standards, and reference direction to guide downstream production.

Can I update an existing art bible without overwriting approved visual identity sections?▼

Yes, you can retrofit an existing art bible at design/art/art-bible.md. The system detects complete versus empty sections by completion status and only drafts missing sections to prevent overwriting previously approved visual identity or color system work.

When do I need to generate an art bible in the game design workflow?▼

You generate an art bible after your game concept is approved during brainstorming and before authoring your Game Design Document or starting the asset pipeline. It acts as a workflow gate to ensure visual direction is signed off first.

Does art bible authoring require a technical artist for UI and asset standards?▼

Yes, the system coordinates agent-delegated production standards by using an art director alongside UX and technical artist input to define UI/HUD direction and asset constraints before running an Art Director Sign-Off verdict.