迁移art-bible到Codex原生skill
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skills/art-bible/DETAILS.md
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skills/art-bible/DETAILS.md
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# Art Bible Workflow
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Use this workflow to create or maintain `design/art/art-bible.md`, the visual
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source of truth for the project. Work section by section. The user remains the
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decision maker; the skill supplies professional framing, agent drafts, and
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document maintenance.
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## Phase 0: Context Check
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1. Parse an optional `--review full|lean|solo` argument.
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2. If no review argument is provided, read `production/review-mode.txt`.
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3. If no review mode is configured, default to `lean`.
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4. Read `design/gdd/game-concept.md`.
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- If it does not exist, stop and tell the user to run `$brainstorm` first.
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- Do not create an art bible without a concept document.
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5. Extract the concept context:
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- game title
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- elevator pitch
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- core fantasy
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- design pillars
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- Visual Identity Anchor
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- target platform
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6. Read `docs/technical-preferences.md` if it exists.
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- Extract engine, language, platform, rendering constraints, input targets,
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and performance budgets.
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- If it is missing, continue with conservative placeholders and mention that
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`$setup-engine` can fill technical constraints later.
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7. If an engine is configured, read `docs/engine-reference/<engine>/VERSION.md`
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when Section 8 needs version-specific asset or rendering constraints.
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## Target Document
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- Primary output: `design/art/art-bible.md`
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- Template source: `../../references/studio-docs/templates/art-bible.md`
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- First write may create `design/art/` and a skeleton with the 9 section
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headings.
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- Skeleton creation is allowed, but section body text must be written or
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replaced only after user approval.
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## Codex Structured Input
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Use Codex `request_user_input` for bounded decisions. Follow these limits:
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- Ask 1-3 short questions per call.
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- Use 2-5 mutually exclusive options per question.
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- Keep `header` to 12 or fewer characters.
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- Use `id` in `snake_case`.
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- Keep option labels to 1-5 words.
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- Add `(Recommended)` to the recommended option when there is one.
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- Use normal conversation for open-ended reference lists and write approvals.
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## Retrofit Mode
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If `design/art/art-bible.md` already exists, inspect the 9 sections before
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asking new questions.
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Classify each section:
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- `Complete`: meaningful project-specific text exists.
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- `Empty`: heading exists with no useful body.
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- `Placeholder`: body contains TBD, TODO, bracket placeholders, or generic
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template copy.
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Default behavior:
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- Resume missing work by filling only `Empty` or `Placeholder` sections.
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- Do not rewrite `Complete` sections.
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- Revise a complete section only when the user explicitly names that section or
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asks for a targeted update.
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- Preserve unrelated content, status notes, and earlier approved decisions.
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## Phase 1: Framing
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Ask the scope with `request_user_input`:
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- `Full Bible (Recommended)`: author all 9 sections.
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- `Visual Core`: author Sections 1-4 only.
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- `Asset Standards`: author Section 8 only.
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- `Resume Missing`: fill only Empty or Placeholder sections.
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Then ask for reference titles, images, URLs, or art influences in normal
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conversation. This is intentionally free-form because reference quality matters
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more than preset categories.
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If the concept includes a Visual Identity Anchor, state that it is the
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foundation for the art bible. Treat it as a constraint unless the user says to
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change direction.
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## Section Authoring Protocol
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For every selected section:
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1. Ask one focused question about the section's decision.
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2. Offer clear options with tradeoffs when the choice is bounded.
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3. Use the relevant Codex subagent workflow to draft the section.
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4. Present the draft or a compact summary to the user.
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5. Ask: `May I write section <section name> to design/art/art-bible.md?`
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6. After approval, write that section immediately and preserve other sections.
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7. If the user asks for revision, revise the draft and ask again before writing.
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Do not batch-write the full art bible without per-section confirmation.
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## Sections And Agent Routing
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### Section 1: Visual Identity Statement
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Purpose: define the one-line visual rule, the primary visual promise, and the
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non-negotiable art direction constraint.
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Use `art-director` through Codex subagent workflow.
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### Section 2: Mood & Atmosphere
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Purpose: define emotional targets, lighting attitude, density, pacing, and what
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the player should feel when looking at the game.
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Use `art-director` through Codex subagent workflow.
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### Section 3: Shape Language
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Purpose: define silhouettes, geometric or organic bias, proportion rules, visual
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rhythm, and readability priorities.
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Use `art-director` through Codex subagent workflow.
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### Section 4: Color System
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Purpose: define palette direction, color meanings, contrast rules, state colors,
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and accessibility constraints.
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Use `art-director` through Codex subagent workflow.
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### Section 5: Character Design Direction
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Purpose: define character silhouette, costume/material language, facial or body
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expressiveness, animation attitude, and player/NPC distinction.
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Use `art-director` through Codex subagent workflow.
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### Section 6: Environment Design Language
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Purpose: define world materials, environmental motifs, navigational readability,
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scale cues, and progression of spaces.
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Use `art-director` through Codex subagent workflow.
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### Section 7: UI/HUD Visual Direction
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Purpose: define interface mood, hierarchy, screen density, typography direction,
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icon language, input readability, and accessibility expectations.
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Use `art-director` and `ux-designer` in parallel through Codex subagent workflow.
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If their recommendations conflict, summarize the conflict and ask the user to
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choose before writing.
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### Section 8: Asset Standards
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Purpose: define asset naming, file formats, resolution or mesh budgets,
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animation/VFX constraints, shader/material constraints, and handoff rules.
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Use `art-director` and `technical-artist` in parallel through Codex subagent
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workflow. Technical constraints must come from `docs/technical-preferences.md`
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and, when available, `docs/engine-reference/<engine>/VERSION.md` plus relevant
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engine reference notes.
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If technical preferences are missing, write conservative placeholder constraints
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and mark them as needing refresh after `$setup-engine`.
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### Section 9: Reference Direction
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Purpose: list references by purpose, specify what to borrow, specify what not to
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copy, and define visual anti-references.
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Use `art-director` through Codex subagent workflow.
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## AD-ART-BIBLE Sign-Off
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After the selected scope is complete, handle `AD-ART-BIBLE` based on review
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mode:
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- `full`: spawn `art-director` through Codex subagent workflow and ask it to run
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`AD-ART-BIBLE` using the gate criteria in
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`references/studio-docs/director-gates.md`.
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- `lean`: skip and output `AD-ART-BIBLE skipped - Lean mode`.
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- `solo`: skip and output `AD-ART-BIBLE skipped - Solo mode`.
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Pass this context to the sign-off:
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- `design/art/art-bible.md`
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- `design/gdd/game-concept.md`
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- Visual Identity Anchor
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- pillars and core fantasy
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- platform and performance constraints from `docs/technical-preferences.md`, if
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configured
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Record the result in the art bible status header:
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- `APPROVED [date]`
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- `CONCERNS accepted [date]`
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- `REVISED [date]`
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If the sign-off returns concerns, show them to the user and ask whether to revise
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the named sections or accept the concerns as known risk.
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## Close
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Finish with a short status summary:
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- sections completed this run
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- sections still missing, if any
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- status of `AD-ART-BIBLE`
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- output path: `design/art/art-bible.md`
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Recommend only currently available next steps:
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- `$setup-engine` if engine or performance constraints are not configured.
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- `Stop here` if the user wants to pause after establishing visual direction.
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Verdict: COMPLETE
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28
skills/art-bible/SKILL.md
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skills/art-bible/SKILL.md
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---
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name: art-bible
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description: "Use when you need the /art-bible or $art-bible game-production workflow. Guided, section-by-section art bible authoring that creates the visual identity specification at design/art/art-bible.md."
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---
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# Art Bible
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Run the Codex Game Studios art-bible workflow.
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Before acting, read `DETAILS.md` for the full workflow. Apply project guidance
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from `AGENTS.md` and use `../../standards/` for path-specific standards.
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`$art-bible` requires `design/gdd/game-concept.md`. If it is missing, stop and
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tell the user to run `$brainstorm` first.
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Director gates run through Codex subagent workflows using project-scoped custom
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agents from `.codex/agents/`. In `full` review mode, `$art-bible` explicitly
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spawns `art-director` for `AD-ART-BIBLE`. Section authoring may also use
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`art-director`, `ux-designer`, and `technical-artist`.
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If the current project does not already have `.codex/agents/art-director.toml`,
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`.codex/agents/ux-designer.toml`, `.codex/agents/technical-artist.toml`, or root
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`AGENTS.md`, run `python3 scripts/install_codex_runtime.py <target-project>` from
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the plugin root first.
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`$art-bible` writes `design/art/art-bible.md`. It updates one approved section at
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a time and must not overwrite complete existing sections unless the user
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explicitly asks to revise them.
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skills/art-bible/agents/openai.yaml
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interface:
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display_name: "Art Bible"
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short_description: "Create visual identity and asset standards"
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default_prompt: "Use $art-bible to create my game's art bible."
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@@ -379,7 +379,7 @@ If yes, generate the document using the template at `../../references/studio-doc
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**Path A — Design-First** (recommended if the concept is well-defined):
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1. "Run `$setup-engine` to configure the engine and populate version-aware reference docs"
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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)."
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2. "Run `$art-bible` to create the visual identity specification — do this BEFORE writing GDDs. **The art bible is required before the Technical Setup gate.** It gates asset production and shapes technical architecture decisions (rendering, VFX, UI systems)."
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3. "Use `/design-review design/gdd/game-concept.md` to validate concept completeness before going downstream"
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4. "Discuss vision with the `creative-director` custom agent for pillar refinement"
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5. "Decompose the concept into individual systems with `/map-systems` — maps dependencies, assigns priorities, and creates the systems index"
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**Path B — Prototype-First** (use if the core mechanic is unproven or the concept needs validation):
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1. "Run `$setup-engine` to configure the engine"
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2. "Run `/prototype [core-mechanic]` — validate the core idea is fun before writing any GDDs (1–3 days throwaway code)"
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3. "If prototype PROCEEDS: run `/art-bible`, then continue with Path A steps 5–10 above, using prototype learnings to inform your GDDs"
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3. "If prototype PROCEEDS: run `$art-bible`, then continue with Path A steps 5–10 above, using prototype learnings to inform your GDDs"
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4. "If prototype PIVOTS: return to `$brainstorm` with the learnings and reshape the concept"
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5. "After full design and architecture, build the `/vertical-slice` to validate production readiness before committing to sprints"
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@@ -418,7 +418,7 @@ append this notice to the current response before continuing:
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After the game concept is written, follow the pre-production pipeline in order:
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1. `$setup-engine` — configure the engine and populate version-aware reference docs
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2. `/art-bible` — establish visual identity before writing any GDDs
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2. `$art-bible` — establish visual identity before writing any GDDs
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3. `/map-systems` — decompose the concept into individual systems with dependencies
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4. `/design-system [first-system]` — author per-system GDDs in dependency order
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5. `/create-architecture` — produce the master architecture blueprint
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