art-direction

Defines visual language, game board schemas, and Unicode wireframes for game design.

Updated Aug 4, 2026
One-click install
npx skills add https://github.com/rombel00/game-processes --skill art-direction-rombel00
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: art-direction
Source: https://github.com/rombel00/game-processes/tree/main/plugins/product-design/skills/art-direction
Command: npx skills add https://github.com/rombel00/game-processes --skill art-direction-rombel00

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Text-based wireframes of rectangular screens cannot capture a game's visual feel or describe a game board, which is a stateful space rather than a set of boxes with transitions. This Skill closes both gaps during the design phase of game development. ## Core Features & Use Cases - Visual Language Definition: Produces a mood, references, palette principles, and explicit exclusions so an artist or asset generator knows what to draw without inventing from scratch. - Game Board Schema: Documents the play space type (grid, freeform, linear track, abstract), its state table, player interactions, and per-player visibility for multiplayer games. - UI Layer Wireframes: Creates ASCII/Unicode wireframes (no emoji) for menus, shop, settings, and HUD, adapted to mobile, desktop, or TV/console platforms with gamepad focus navigation. - Use Case: While designing a board-style mobile game, use this Skill to produce the visual direction, an ASCII schema of the board state, and wireframes for the shop and HUD screens, saved incrementally to .process/wireframes_draft.md. ## Quick Start Ask the assistant to define the visual language and game board schema for your game based on its brief, including wireframes for the main UI screens.

Frequently Asked Questions about art-direction

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

FAQPage Schema
How do I create a visual direction for a game before producing art assets?▼

Define a visual language with 3-5 mood adjectives, 1-3 reference games with specifics on what is borrowed, palette principles rather than hex codes, and explicitly excluded styles. This gives artists or asset generators direction without prescribing concrete assets.

How do I document a game board that is not a rectangular grid?▼

Describe the space type first: grid, freeform placement, linear track, or abstract (counters and cards only). Then provide an ASCII schema if zoned, a state table of elements, player interaction options, and per-player visibility for multiplayer games.

Can text wireframes work for console or gamepad UI?▼

Yes, but navigation must be described as focus and directional transitions between elements rather than clicks. State which element is selected by default and where each stick or D-pad direction leads, alongside the screen schema.

What are the limitations of ASCII wireframes for game design?▼

ASCII wireframes cannot convey the feel of the game or arbitrary play spaces, which is why they are paired with a separate visual language and board schema. They also require Unicode-only characters without emoji to preserve monospace alignment.

When is a lightweight art direction enough for a game jam prototype?▼

For an evening jam prototype, a 3-4 line visual language without a board schema or UI layer is acceptable, since the goal is checking the feel quickly. Add the board schema and UI wireframes only on request.