Game Art Direction
Turns an approved game design doc into a production-grade art direction bible covering style, camera, functional color, HUD, motion and audio.
What it does
It reads your approved GAME_DESIGN.md and produces design/ART_DIRECTION.md plus design/VISUAL_TARGETS.md. Instead of collecting pretty reference art, it locks down the visual language that makes gameplay readable.
- 3-5 core visual principles plus anti-principles that rule bad options out
- Camera/board framing, focus order, silhouette separation for player, target and threat
- Color, light and material that carry function and state, with non-color redundancy for colorblind readability
- Motion and transition specs: press/confirm feedback, result tiers, floating-text triple (core color + outline + verification frame), reduce-motion fallbacks
- Sound and music direction, with a voice strategy only if an adoption test passes
- A signature moment per screen/mode with a beat table and safe-area rectangles
- A coverage-table appendix proving every level, mode and unit got direction
Who it's for
- Designers and directors adapting novels or scripts into playable games
- Teams that already picked a style but lack the specs needed to brief artists and engineers
- Narrative-heavy projects needing dialogue legibility, character staging, and visualization of hidden relationship state
Examples
- "Set the art direction for our pixel roguelike" → an ART_DIRECTION.md with threat silhouette rules, damage feedback tiers, and win/lose audio layers.
- For a
narrative-ledvisual novel → adds dialogue font-size floors, line width, a signature frame of a character shifting attitude, and rules for showing affinity through address terms and staging rather than numbers. - Generates a visual target pack for title, exploration and climax views with explicit failure examples ("must not still look like basic geometry blockout") that QA can check against.
· · · Install guide · · ·
Try it now, no install
Paste this into Claude to use the skill without installing anything.
Read the instructions in this file and follow them to help me: https://raw.githubusercontent.com/worldwonderer/novel-to-game/HEAD/skills/game-art-direction/SKILL.md What I want: (describe your task here)
If Claude can't open the link, open it yourself and paste the contents instead.
↓ If it works for you, download the ZIP below and install it. Then it runs on its own — no pasting each time.
Install in the Claude app (no terminal)
- Download the ZIP with the button below.
- In Claude, open Settings → Capabilities and turn on 'Code execution and file creation'. (one time)
- Go to Customize → Skills → + → 'Upload a skill' and upload the ZIP.
Install in Claude Code
Let Claude do it — paste this into Claude Code
Install the skill I found on Claude Skill Mart. Copy the skills/game-art-direction folder from the GitHub repo worldwonderer/novel-to-game into my ~/.claude/skills/game-art-direction/. When it's done, tell me in one line what this skill can do.
Install with a command instead
git clone https://github.com/worldwonderer/novel-to-game.git && mkdir -p ~/.claude/skills && cp -r novel-to-game/skills/game-art-direction ~/.claude/skills/⚠ This is a third-party skill. Check the source repository before installing.
- Open a terminal.
- Clone the repository:
git clone https://github.com/worldwonderer/novel-to-game.git - Create the skills folder:
mkdir -p ~/.claude/skills - Copy the skill:
cp -r novel-to-game/skills/game-art-direction ~/.claude/skills/ - Verify that
references/art-direction-method.mdcame along — the skill reads that method file. - Restart Claude Code. With an approved
PRODUCT_BRIEF.mdandGAME_DESIGN.mdin your project, ask "define the art direction for this game" to trigger it.