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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.

Design & UIAdvanced61793AI score 7/10Last updated: Aug 8, 2026

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

  1. "Set the art direction for our pixel roguelike" → an ART_DIRECTION.md with threat silhouette rules, damage feedback tiers, and win/lose audio layers.
  2. For a narrative-led visual 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.
  3. 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)
  1. Download the ZIP with the button below.
  2. In Claude, open Settings → Capabilities and turn on 'Code execution and file creation'. (one time)
  3. Go to Customize → Skills → + → 'Upload a skill' and upload the ZIP.
Download 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.

  1. Open a terminal.
  2. Clone the repository: git clone https://github.com/worldwonderer/novel-to-game.git
  3. Create the skills folder: mkdir -p ~/.claude/skills
  4. Copy the skill: cp -r novel-to-game/skills/game-art-direction ~/.claude/skills/
  5. Verify that references/art-direction-method.md came along — the skill reads that method file.
  6. Restart Claude Code. With an approved PRODUCT_BRIEF.md and GAME_DESIGN.md in your project, ask "define the art direction for this game" to trigger it.