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This skill should be used when the user asks about "art direction", "visual style", "color palette", "aesthetic", "visual coherence", "art style guide", "visual identity", "character design style", "environment style", "UI style", or discusses establishing or reviewing visual direction. Provides art direction framework for visual coherence.

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1Download skill
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Open claude.ai/settings/capabilities and find the "Skills" section

3Upload to Claude

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SKILL.md

name Art Vision
description This skill should be used when the user asks about "art direction", "visual style", "color palette", "aesthetic", "visual coherence", "art style guide", "visual identity", "character design style", "environment style", "UI style", or discusses establishing or reviewing visual direction. Provides art direction framework for visual coherence.
version 1.0.0

Art Vision

Establish and maintain visual coherence through systematic art direction.

Visual Hierarchy

Three levels every scene communicates through:

  1. Primary Focus - Player's eye (characters, interactives)
  2. Secondary Context - Navigation, environmental storytelling
  3. Tertiary Atmosphere - Background, mood reinforcement

Style Spectrum Positioning

Spectrum Left ←→ Right
Fidelity Stylized ←→ Realistic
Detail Simplified ←→ Complex
Saturation Desaturated ←→ Vibrant
Contrast Low-key ←→ High-key
Form Geometric ←→ Organic
Line Hard-edge ←→ Painterly

Document position for each. All assets should align.

Color Theory

Primary Palette (60/30/10 rule):

  • Dominant (60%): Sets tone
  • Secondary (30%): Creates interest
  • Accent (10%): Draws attention

Functional Colors:

  • Player/friendly: Consistent hue
  • Enemy/danger: Distinct, high recognition
  • Interactive: Subtle affordance cue
  • UI: Readable on all backgrounds

Emotional Mapping:

  • Safe zones: Warmer, saturated
  • Danger zones: Cooler, desaturated, high contrast

Style Bible Sections

  1. Visual Pillars - 3-5 non-negotiable style principles
  2. Reference Board - Target aesthetic by category
  3. Color Keys - Paintings for major environments/moods
  4. Material Definitions - Surface treatments, normal map intensity
  5. Character Design Language - Proportions, silhouettes
  6. Environment Design Language - Scale, architecture

Normal Map Aesthetic Guidelines

Normal maps add surface detail. Use consistently with visual style:

Style Normal Map Intensity Recommendation
Stylized/Toon 0.3-0.5 Subtle or skip
PS1/N64 Retro 0.5-0.8 Subtle detail
PS2/Dreamcast 0.8-1.2 Standard detail
Realistic 1.0-2.0 Full detail

When to use normal maps:

  • Hero characters requiring close-up detail
  • Architecture with visible surface texture
  • Materials that rely on micro-detail (metal, fabric, stone)

When to skip normal maps:

  • Flat-shaded stylized aesthetics
  • Memory-constrained scenarios
  • Distant or fast-moving objects
  • When geometry provides sufficient form

Material-specific intensity:

Material Intensity Range
Smooth plastic 0.2-0.4
Fabric/cloth 0.5-0.8
Stone/concrete 0.8-1.2
Metal (brushed) 1.0-1.5
Organic (bark, skin) 0.6-1.0

Coherence Checklist

  • Fidelity matches other assets?
  • Detail density appropriate for hierarchy role?
  • Palette used correctly?
  • Shape language consistent?
  • Integrates with intended environment?

Store in .studio/art-direction.md or .studio/creative-direction.md.

References

  • references/color-theory.md - Advanced palette building
  • references/composition.md - Visual hierarchy principles
  • references/style-spectrums.md - Detailed spectrum definitions