| 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:
- Primary Focus - Player's eye (characters, interactives)
- Secondary Context - Navigation, environmental storytelling
- 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
- Visual Pillars - 3-5 non-negotiable style principles
- Reference Board - Target aesthetic by category
- Color Keys - Paintings for major environments/moods
- Material Definitions - Surface treatments, normal map intensity
- Character Design Language - Proportions, silhouettes
- 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 buildingreferences/composition.md- Visual hierarchy principlesreferences/style-spectrums.md- Detailed spectrum definitions