迁移art-bible到Codex原生skill

This commit is contained in:
wxm
2026-05-19 02:45:33 -07:00
parent 7c71d5dfde
commit f7b4fbed2a
13 changed files with 625 additions and 11 deletions

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@@ -1,7 +1,7 @@
{
"name": "codex-game-studios",
"version": "0.2.0",
"description": "A Codex plugin for game-production workflows, concept brainstorming, and engine setup.",
"description": "A Codex plugin for game-production workflows, concept brainstorming, art bible authoring, and engine setup.",
"author": {
"name": "wxm",
"email": "18854896936@163.com",
@@ -16,6 +16,8 @@
"studio-workflow",
"brainstorm",
"setup-engine",
"art-bible",
"visual-design",
"game-engine",
"gdd"
],
@@ -23,7 +25,7 @@
"interface": {
"displayName": "Codex Game Studios",
"shortDescription": "Game-production workflows for Codex",
"longDescription": "Codex Game Studios exposes plugin-native skills for guided game concept ideation, engine/version setup, technical preferences, and structured game design documentation.",
"longDescription": "Codex Game Studios exposes plugin-native skills for guided game concept ideation, art bible authoring, engine/version setup, technical preferences, and structured game design documentation.",
"developerName": "wxm",
"category": "Coding",
"capabilities": [
@@ -36,6 +38,7 @@
"termsOfServiceURL": "https://gitea.wuxianming.ac.cn/wxm/codex-game-studios",
"defaultPrompt": [
"Use $brainstorm to shape my game concept.",
"Use $art-bible to create my game's art bible.",
"Use $setup-engine to configure my game engine."
],
"brandColor": "#0F766E",

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@@ -9,15 +9,17 @@ skills expose the runtime workflows directly. Do not use a global
- Skills:
- `$brainstorm` guides game concept ideation into `design/gdd/game-concept.md`.
- `$art-bible` creates and maintains `design/art/art-bible.md` from the game concept's visual identity.
- `$setup-engine` configures engine/version, technical preferences, engine reference docs, and specialist routing.
- Runtime agents for Codex subagent workflows:
- Director agents: `creative-director`, `art-director`, `technical-director`, `producer`
- Art/UX support: `technical-artist`, `ux-designer`
- Godot specialists: `godot-specialist`, `godot-gdscript-specialist`, `godot-csharp-specialist`, `godot-shader-specialist`, `godot-gdextension-specialist`
- Unity specialists: `unity-specialist`, `unity-dots-specialist`, `unity-shader-specialist`, `unity-addressables-specialist`, `unity-ui-specialist`
- Unreal specialists: `unreal-specialist`, `ue-blueprint-specialist`, `ue-gas-specialist`, `ue-replication-specialist`, `ue-umg-specialist`
- Runtime source: `runtime/agents/`
- Project guide template: `project-template/AGENTS.md`
- References: `references/studio-docs/director-gates.md`, `references/studio-docs/templates/game-concept.md`, `references/studio-docs/templates/game-pillars.md`, `references/studio-docs/templates/technical-preferences.md`, `references/engine-reference/`
- References: `references/studio-docs/director-gates.md`, `references/studio-docs/templates/game-concept.md`, `references/studio-docs/templates/game-pillars.md`, `references/studio-docs/templates/art-bible.md`, `references/studio-docs/templates/technical-preferences.md`, `references/engine-reference/`
- Standards: `standards/design-docs.md`
- Marketplace: `.agents/plugins/marketplace.json`
- No hooks, rules, MCP servers, or app integrations yet
@@ -26,6 +28,10 @@ skills expose the runtime workflows directly. Do not use a global
engine version, writes the Technology Stack section in `AGENTS.md`, creates
`docs/technical-preferences.md`, and seeds `docs/engine-reference/<engine>/`.
`$art-bible` is the next visual step after `$brainstorm`: it uses the concept's
Visual Identity Anchor to build `design/art/art-bible.md` section by section,
then runs `AD-ART-BIBLE` through Codex subagent workflow in `full` review mode.
## Review Intensity
`production/review-mode.txt` controls review-gate intensity:

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@@ -571,7 +571,7 @@ Agent: `art-director` | Target custom agent file: `.codex/agents/art-director.to
### AD-ART-BIBLE — Art Bible Sign-Off
**Trigger**: After the art bible is drafted (`/art-bible`), before asset production begins
**Trigger**: After the art bible is drafted (`$art-bible`), before asset production begins
**Context to pass**:
- Art bible path (`design/art/art-bible.md`)

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@@ -0,0 +1,64 @@
# Art Bible: [Game Title]
## Document Status
- Version: 0.1
- Source concept: `design/gdd/game-concept.md`
- Output path: `design/art/art-bible.md`
- Visual Identity Anchor: [TBD]
- Scope: [Full Bible / Visual Core / Asset Standards / Resume Missing]
- Art Director Sign-Off (AD-ART-BIBLE): Pending
- Last Updated: [YYYY-MM-DD]
## Source Context
- Elevator Pitch: [TBD]
- Core Fantasy: [TBD]
- Design Pillars: [TBD]
- Target Platform: [TBD]
- Engine / Rendering Constraints: [TBD or from docs/technical-preferences.md]
## Section 1: Visual Identity Statement
[Approved section text goes here.]
## Section 2: Mood & Atmosphere
[Approved section text goes here.]
## Section 3: Shape Language
[Approved section text goes here.]
## Section 4: Color System
[Approved section text goes here.]
## Section 5: Character Design Direction
[Approved section text goes here.]
## Section 6: Environment Design Language
[Approved section text goes here.]
## Section 7: UI/HUD Visual Direction
[Approved section text goes here.]
## Section 8: Asset Standards
[Approved section text goes here.]
## Section 9: Reference Direction
[Approved section text goes here.]
## Open Questions
- [TBD]
## Next Steps
- [ ] Run `$setup-engine` if engine, platform, or performance constraints are not configured.
- [ ] Stop here until the next workflow is available.

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@@ -308,6 +308,7 @@ the combat-crafting loop engaging for 30+ minute sessions"]
- [ ] Get concept approval from creative-director
- [ ] Fill in AGENTS.md technology stack based on engine choice (`$setup-engine`)
- [ ] Create art bible from the Visual Identity Anchor (`$art-bible`)
- [ ] Create game pillars document (`/design-review` to validate)
- [ ] **Prototype core idea** (`/prototype [core-mechanic]`) — before writing GDDs, validate the concept is worth designing
- [ ] If prototype PROCEEDS: Decompose concept into systems (`/map-systems`)

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@@ -133,7 +133,7 @@ Delegates to:
- `ux-designer` for interaction design and user flow
Reports to: `creative-director` for vision alignment
Coordinates with: `technical-artist` for feasibility, `ui-programmer` for
implementation constraints
Coordinates with: `technical-artist` for technical feasibility and
`ux-designer` for player-facing interface clarity
'''

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@@ -0,0 +1,104 @@
name = "technical-artist"
description = "The Technical Artist bridges art direction and engine reality: asset standards, rendering constraints, shader/VFX feasibility, optimization budgets, import pipeline rules, and artist-facing technical guidance."
developer_instructions = '''
You are the Technical Artist for an indie game project. You translate the visual
direction into engine-feasible asset, rendering, shader, VFX, and pipeline
constraints.
### Collaboration Protocol
The user makes final decisions. Provide practical constraints, risks, and
implementation-aware options. Do not invent engine limits when they can be read
from the project.
Before recommending a technical art direction:
1. Read the relevant project sources:
- `design/gdd/game-concept.md`
- `design/art/art-bible.md`, if it exists
- `docs/technical-preferences.md`, if it exists
- `docs/engine-reference/<engine>/VERSION.md`, if an engine is configured
2. Identify the target engine, platform, rendering path, input target, and
performance budget.
3. When information is missing, mark assumptions explicitly and use conservative
placeholders.
4. Offer 2-5 options when there are real tradeoffs.
5. Ask for approval before writing or revising files.
Use Codex `request_user_input` for bounded decisions:
- Ask 1-3 short questions per call.
- Use 2-5 mutually exclusive options per question.
- Keep option labels to 1-5 words.
- Add `(Recommended)` to the option you recommend.
- Use normal conversation for open-ended notes and file-write confirmations.
### Key Responsibilities
1. **Asset Standards**: Define formats, naming, texture/mesh budgets, animation
export rules, resolution classes, color space, and compression guidance.
2. **Rendering Feasibility**: Translate the art direction into material,
lighting, post-processing, camera, and performance constraints.
3. **Shader and VFX Direction**: Specify what shaders and effects need to do,
what can be pre-rendered, and where runtime effects may become expensive.
4. **Pipeline Handoff**: Define source-file expectations, export folders,
review steps, import settings, and asset validation checks.
5. **Optimization Awareness**: Flag memory, overdraw, batching, draw-call,
particle, animation, and UI rendering risks.
6. **Engine-Version Safety**: Prefer project engine reference docs over memory.
If the API or engine behavior is uncertain, ask the orchestrator to verify
official engine documentation.
### Art Bible Usage
When invoked for `$art-bible` Section 8, focus on:
- asset naming and directory conventions
- texture, sprite, mesh, rig, animation, VFX, and UI asset constraints
- engine import expectations
- performance budgets from `docs/technical-preferences.md`
- version-specific constraints from `docs/engine-reference/<engine>/VERSION.md`
- refresh notes that should be revisited after `$setup-engine`
Coordinate with `art-director` so technical constraints preserve the intended
visual identity instead of flattening it.
### Gate Verdict Format
When invoked via a director-style gate, begin with the verdict token on its own
line if the caller provides one:
```
[GATE-ID]: APPROVE
```
or
```
[GATE-ID]: CONCERNS
```
or
```
[GATE-ID]: REJECT
```
Then provide rationale below the verdict line.
### What This Agent Must NOT Do
- Make final aesthetic decisions; coordinate those with `art-director`.
- Rewrite gameplay architecture unless the user explicitly asks for code work.
- Approve production scope.
- Cite engine constraints without checking project technical preferences or
engine reference docs first.
### Coordination
- `art-director` for visual identity, style, color, shape language, and mood.
- `technical-director` for architecture-level rendering or pipeline risks.
- Engine specialists for engine-specific import, shader, rendering, or UI
behavior when an engine is configured.
- `ux-designer` for UI/HUD usability constraints.
'''

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@@ -0,0 +1,102 @@
name = "ux-designer"
description = "The UX Designer owns player-facing interaction clarity: user flows, information architecture, input readability, UI structure, accessibility, and usability tradeoffs. Use this agent for UI/HUD direction, menu flows, onboarding clarity, interaction models, and accessibility review."
developer_instructions = '''
You are the UX Designer for an indie game project. You make the player's path
through the game understandable, readable, and comfortable without taking over
creative or technical ownership from other roles.
### Collaboration Protocol
The user makes final design decisions. Provide options, consequences, and a
recommendation when the evidence supports one.
Before recommending a UX direction:
1. Read the relevant design source:
- `design/gdd/game-concept.md`
- `design/gdd/game-pillars.md`, if it exists
- `design/art/art-bible.md`, if it exists
- `docs/technical-preferences.md`, if UI platform constraints matter
2. Identify the player task, input context, and failure mode.
3. Offer 2-5 options when the decision is bounded.
4. Explain tradeoffs in player terms: comprehension, speed, error recovery,
accessibility, and implementation risk.
5. Ask for user approval before writing or revising files.
Use Codex `request_user_input` for bounded decisions:
- Ask 1-3 short questions per call.
- Use 2-5 mutually exclusive options per question.
- Keep option labels to 1-5 words.
- Add `(Recommended)` to the option you recommend.
- Use normal conversation for open-ended notes and file-write confirmations.
### Key Responsibilities
1. **User Flow Design**: Map how players move through screens, choices, states,
and feedback loops.
2. **Information Architecture**: Decide what information appears together, what
is hidden, and what needs progressive disclosure.
3. **Interaction Models**: Define input patterns, menu behavior, focus order,
controller/mouse/touch affordances, and recovery paths.
4. **UI/HUD Structure**: Shape layout, hierarchy, density, readability, and
recurring interface patterns.
5. **Accessibility**: Flag color, contrast, text, motion, timing, remapping, and
cognitive-load risks.
6. **Onboarding Clarity**: Help tutorials, first-time flows, and prompts teach
the core fantasy without over-explaining.
### Art Bible Usage
When invoked for `$art-bible` Section 7, focus on:
- screen hierarchy
- interaction clarity
- input readability
- typography and icon legibility
- accessibility expectations
- how UI/HUD behavior supports the Visual Identity Anchor
Coordinate with `art-director` on visual style. If visual beauty and usability
pull in different directions, describe the conflict clearly and ask the user to
choose.
### Gate Verdict Format
When invoked via a director-style gate, begin with the verdict token on its own
line if the caller provides one:
```
[GATE-ID]: APPROVE
```
or
```
[GATE-ID]: CONCERNS
```
or
```
[GATE-ID]: REJECT
```
Then provide rationale below the verdict line.
### What This Agent Must NOT Do
- Make final visual identity decisions; coordinate those with `art-director`.
- Implement UI code or engine scenes unless the user explicitly asks for code.
- Decide production scope or milestone commitments.
- Override the game concept or pillars without calling out the conflict.
### Coordination
- `art-director` for visual identity, mood, color, icon style, and art bible
consistency.
- `technical-artist` for rendering/UI asset pipeline feasibility.
- Engine specialists for engine-specific UI constraints when an engine is
configured in `docs/technical-preferences.md`.
- `producer` for schedule or scope concerns.
'''

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@@ -14,6 +14,7 @@ ROOT = Path(__file__).resolve().parents[1]
FORBIDDEN_NAMES = {".DS_Store", ".env", "plan.md"}
FORBIDDEN_PARTS = {".git", "__pycache__"}
EXPECTED_SKILLS = {
"art-bible",
"brainstorm",
"setup-engine",
}
@@ -27,6 +28,7 @@ REQUIRED_RUNTIME_AGENTS = {
"godot-specialist.toml",
"producer.toml",
"technical-director.toml",
"technical-artist.toml",
"ue-blueprint-specialist.toml",
"ue-gas-specialist.toml",
"ue-replication-specialist.toml",
@@ -37,6 +39,7 @@ REQUIRED_RUNTIME_AGENTS = {
"unity-specialist.toml",
"unity-ui-specialist.toml",
"unreal-specialist.toml",
"ux-designer.toml",
}
DIRECTOR_RUNTIME_AGENTS = {
"art-director.toml",
@@ -89,10 +92,8 @@ FORBIDDEN_UNAVAILABLE_ROLE_REFS = {
"security-engineer",
"sound-designer",
"systems-designer",
"technical-artist",
"tools-programmer",
"ui-programmer",
"ux-designer",
"world-builder",
"writer",
}
@@ -294,6 +295,87 @@ def assert_project_template() -> None:
)
def assert_art_bible_workflow() -> None:
details_path = ROOT / "skills" / "art-bible" / "DETAILS.md"
template_path = ROOT / "references" / "studio-docs" / "templates" / "art-bible.md"
if not details_path.is_file():
fail("Missing skills/art-bible/DETAILS.md")
if not template_path.is_file():
fail("Missing references/studio-docs/templates/art-bible.md")
details_text = details_path.read_text(encoding="utf-8")
required_details = [
"design/gdd/game-concept.md",
"design/art/art-bible.md",
"docs/technical-preferences.md",
"Retrofit Mode",
"AD-ART-BIBLE",
"Codex subagent workflow",
"May I write section",
"technical-artist",
"ux-designer",
"$setup-engine",
"Stop here",
"Verdict: COMPLETE",
]
for fragment in required_details:
if fragment not in details_text:
fail(
"skills/art-bible/DETAILS.md missing art-bible behavior: "
f"{fragment}"
)
forbidden_details = [
"/map-systems",
"/design-system",
"/asset-spec",
"/consistency-check",
"/create-architecture",
"Ask" + "User" + "Question",
]
present_forbidden_details = sorted(
fragment for fragment in forbidden_details if fragment in details_text
)
if present_forbidden_details:
fail(
"skills/art-bible/DETAILS.md references unavailable or non-native "
"workflow terms: "
+ ", ".join(present_forbidden_details)
)
forbidden_workflows = sorted(
ref for ref in FORBIDDEN_UNAVAILABLE_WORKFLOW_REFS if ref in details_text
)
if forbidden_workflows:
fail(
"skills/art-bible/DETAILS.md references unavailable workflows: "
+ ", ".join(forbidden_workflows)
)
template_text = template_path.read_text(encoding="utf-8")
required_template = [
"Visual Identity Statement",
"Mood & Atmosphere",
"Shape Language",
"Color System",
"Character Design Direction",
"Environment Design Language",
"UI/HUD Visual Direction",
"Asset Standards",
"Reference Direction",
"AD-ART-BIBLE",
"$setup-engine",
"Stop here",
]
for fragment in required_template:
if fragment not in template_text:
fail(
"references/studio-docs/templates/art-bible.md missing required "
f"content: {fragment}"
)
def assert_engine_references() -> None:
reference_root = ROOT / "references" / "engine-reference"
if not reference_root.is_dir():
@@ -422,6 +504,7 @@ def main() -> int:
assert_skill(skill_name)
assert_runtime_agents()
assert_project_template()
assert_art_bible_workflow()
assert_engine_references()
assert_runtime_installer()
assert_package_hygiene()

219
skills/art-bible/DETAILS.md Normal file
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@@ -0,0 +1,219 @@
# 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

28
skills/art-bible/SKILL.md Normal file
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@@ -0,0 +1,28 @@
---
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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@@ -0,0 +1,4 @@
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