迁移art-bible到Codex原生skill

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# Art Bible Workflow
Use this workflow to create or maintain `design/art/art-bible.md`, the visual
source of truth for the project. Work section by section. The user remains the
decision maker; the skill supplies professional framing, agent drafts, and
document maintenance.
## Phase 0: Context Check
1. Parse an optional `--review full|lean|solo` argument.
2. If no review argument is provided, read `production/review-mode.txt`.
3. If no review mode is configured, default to `lean`.
4. Read `design/gdd/game-concept.md`.
- If it does not exist, stop and tell the user to run `$brainstorm` first.
- Do not create an art bible without a concept document.
5. Extract the concept context:
- game title
- elevator pitch
- core fantasy
- design pillars
- Visual Identity Anchor
- target platform
6. Read `docs/technical-preferences.md` if it exists.
- Extract engine, language, platform, rendering constraints, input targets,
and performance budgets.
- If it is missing, continue with conservative placeholders and mention that
`$setup-engine` can fill technical constraints later.
7. If an engine is configured, read `docs/engine-reference/<engine>/VERSION.md`
when Section 8 needs version-specific asset or rendering constraints.
## Target Document
- Primary output: `design/art/art-bible.md`
- Template source: `../../references/studio-docs/templates/art-bible.md`
- First write may create `design/art/` and a skeleton with the 9 section
headings.
- Skeleton creation is allowed, but section body text must be written or
replaced only after user approval.
## Codex Structured Input
Use Codex `request_user_input` for bounded decisions. Follow these limits:
- Ask 1-3 short questions per call.
- Use 2-5 mutually exclusive options per question.
- Keep `header` to 12 or fewer characters.
- Use `id` in `snake_case`.
- Keep option labels to 1-5 words.
- Add `(Recommended)` to the recommended option when there is one.
- Use normal conversation for open-ended reference lists and write approvals.
## Retrofit Mode
If `design/art/art-bible.md` already exists, inspect the 9 sections before
asking new questions.
Classify each section:
- `Complete`: meaningful project-specific text exists.
- `Empty`: heading exists with no useful body.
- `Placeholder`: body contains TBD, TODO, bracket placeholders, or generic
template copy.
Default behavior:
- Resume missing work by filling only `Empty` or `Placeholder` sections.
- Do not rewrite `Complete` sections.
- Revise a complete section only when the user explicitly names that section or
asks for a targeted update.
- Preserve unrelated content, status notes, and earlier approved decisions.
## Phase 1: Framing
Ask the scope with `request_user_input`:
- `Full Bible (Recommended)`: author all 9 sections.
- `Visual Core`: author Sections 1-4 only.
- `Asset Standards`: author Section 8 only.
- `Resume Missing`: fill only Empty or Placeholder sections.
Then ask for reference titles, images, URLs, or art influences in normal
conversation. This is intentionally free-form because reference quality matters
more than preset categories.
If the concept includes a Visual Identity Anchor, state that it is the
foundation for the art bible. Treat it as a constraint unless the user says to
change direction.
## Section Authoring Protocol
For every selected section:
1. Ask one focused question about the section's decision.
2. Offer clear options with tradeoffs when the choice is bounded.
3. Use the relevant Codex subagent workflow to draft the section.
4. Present the draft or a compact summary to the user.
5. Ask: `May I write section <section name> to design/art/art-bible.md?`
6. After approval, write that section immediately and preserve other sections.
7. If the user asks for revision, revise the draft and ask again before writing.
Do not batch-write the full art bible without per-section confirmation.
## Sections And Agent Routing
### Section 1: Visual Identity Statement
Purpose: define the one-line visual rule, the primary visual promise, and the
non-negotiable art direction constraint.
Use `art-director` through Codex subagent workflow.
### Section 2: Mood & Atmosphere
Purpose: define emotional targets, lighting attitude, density, pacing, and what
the player should feel when looking at the game.
Use `art-director` through Codex subagent workflow.
### Section 3: Shape Language
Purpose: define silhouettes, geometric or organic bias, proportion rules, visual
rhythm, and readability priorities.
Use `art-director` through Codex subagent workflow.
### Section 4: Color System
Purpose: define palette direction, color meanings, contrast rules, state colors,
and accessibility constraints.
Use `art-director` through Codex subagent workflow.
### Section 5: Character Design Direction
Purpose: define character silhouette, costume/material language, facial or body
expressiveness, animation attitude, and player/NPC distinction.
Use `art-director` through Codex subagent workflow.
### Section 6: Environment Design Language
Purpose: define world materials, environmental motifs, navigational readability,
scale cues, and progression of spaces.
Use `art-director` through Codex subagent workflow.
### Section 7: UI/HUD Visual Direction
Purpose: define interface mood, hierarchy, screen density, typography direction,
icon language, input readability, and accessibility expectations.
Use `art-director` and `ux-designer` in parallel through Codex subagent workflow.
If their recommendations conflict, summarize the conflict and ask the user to
choose before writing.
### Section 8: Asset Standards
Purpose: define asset naming, file formats, resolution or mesh budgets,
animation/VFX constraints, shader/material constraints, and handoff rules.
Use `art-director` and `technical-artist` in parallel through Codex subagent
workflow. Technical constraints must come from `docs/technical-preferences.md`
and, when available, `docs/engine-reference/<engine>/VERSION.md` plus relevant
engine reference notes.
If technical preferences are missing, write conservative placeholder constraints
and mark them as needing refresh after `$setup-engine`.
### Section 9: Reference Direction
Purpose: list references by purpose, specify what to borrow, specify what not to
copy, and define visual anti-references.
Use `art-director` through Codex subagent workflow.
## AD-ART-BIBLE Sign-Off
After the selected scope is complete, handle `AD-ART-BIBLE` based on review
mode:
- `full`: spawn `art-director` through Codex subagent workflow and ask it to run
`AD-ART-BIBLE` using the gate criteria in
`references/studio-docs/director-gates.md`.
- `lean`: skip and output `AD-ART-BIBLE skipped - Lean mode`.
- `solo`: skip and output `AD-ART-BIBLE skipped - Solo mode`.
Pass this context to the sign-off:
- `design/art/art-bible.md`
- `design/gdd/game-concept.md`
- Visual Identity Anchor
- pillars and core fantasy
- platform and performance constraints from `docs/technical-preferences.md`, if
configured
Record the result in the art bible status header:
- `APPROVED [date]`
- `CONCERNS accepted [date]`
- `REVISED [date]`
If the sign-off returns concerns, show them to the user and ask whether to revise
the named sections or accept the concerns as known risk.
## Close
Finish with a short status summary:
- sections completed this run
- sections still missing, if any
- status of `AD-ART-BIBLE`
- output path: `design/art/art-bible.md`
Recommend only currently available next steps:
- `$setup-engine` if engine or performance constraints are not configured.
- `Stop here` if the user wants to pause after establishing visual direction.
Verdict: COMPLETE

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---
name: art-bible
description: "Use when you need the /art-bible or $art-bible game-production workflow. Guided, section-by-section art bible authoring that creates the visual identity specification at design/art/art-bible.md."
---
# Art Bible
Run the Codex Game Studios art-bible workflow.
Before acting, read `DETAILS.md` for the full workflow. Apply project guidance
from `AGENTS.md` and use `../../standards/` for path-specific standards.
`$art-bible` requires `design/gdd/game-concept.md`. If it is missing, stop and
tell the user to run `$brainstorm` first.
Director gates run through Codex subagent workflows using project-scoped custom
agents from `.codex/agents/`. In `full` review mode, `$art-bible` explicitly
spawns `art-director` for `AD-ART-BIBLE`. Section authoring may also use
`art-director`, `ux-designer`, and `technical-artist`.
If the current project does not already have `.codex/agents/art-director.toml`,
`.codex/agents/ux-designer.toml`, `.codex/agents/technical-artist.toml`, or root
`AGENTS.md`, run `python3 scripts/install_codex_runtime.py <target-project>` from
the plugin root first.
`$art-bible` writes `design/art/art-bible.md`. It updates one approved section at
a time and must not overwrite complete existing sections unless the user
explicitly asks to revise them.

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interface:
display_name: "Art Bible"
short_description: "Create visual identity and asset standards"
default_prompt: "Use $art-bible to create my game's art bible."

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@@ -379,7 +379,7 @@ If yes, generate the document using the template at `../../references/studio-doc
**Path A — Design-First** (recommended if the concept is well-defined):
1. "Run `$setup-engine` to configure the engine and populate version-aware reference docs"
2. "Run `/art-bible` to create the visual identity specification — do this BEFORE writing GDDs. **The art bible is required before the Technical Setup gate.** It gates asset production and shapes technical architecture decisions (rendering, VFX, UI systems)."
2. "Run `$art-bible` to create the visual identity specification — do this BEFORE writing GDDs. **The art bible is required before the Technical Setup gate.** It gates asset production and shapes technical architecture decisions (rendering, VFX, UI systems)."
3. "Use `/design-review design/gdd/game-concept.md` to validate concept completeness before going downstream"
4. "Discuss vision with the `creative-director` custom agent for pillar refinement"
5. "Decompose the concept into individual systems with `/map-systems` — maps dependencies, assigns priorities, and creates the systems index"
@@ -392,7 +392,7 @@ If yes, generate the document using the template at `../../references/studio-doc
**Path B — Prototype-First** (use if the core mechanic is unproven or the concept needs validation):
1. "Run `$setup-engine` to configure the engine"
2. "Run `/prototype [core-mechanic]` — validate the core idea is fun before writing any GDDs (13 days throwaway code)"
3. "If prototype PROCEEDS: run `/art-bible`, then continue with Path A steps 510 above, using prototype learnings to inform your GDDs"
3. "If prototype PROCEEDS: run `$art-bible`, then continue with Path A steps 510 above, using prototype learnings to inform your GDDs"
4. "If prototype PIVOTS: return to `$brainstorm` with the learnings and reshape the concept"
5. "After full design and architecture, build the `/vertical-slice` to validate production readiness before committing to sprints"
@@ -418,7 +418,7 @@ append this notice to the current response before continuing:
After the game concept is written, follow the pre-production pipeline in order:
1. `$setup-engine` — configure the engine and populate version-aware reference docs
2. `/art-bible` — establish visual identity before writing any GDDs
2. `$art-bible` — establish visual identity before writing any GDDs
3. `/map-systems` — decompose the concept into individual systems with dependencies
4. `/design-system [first-system]` — author per-system GDDs in dependency order
5. `/create-architecture` — produce the master architecture blueprint