AugmentClaude

Game Art Direction

Define your game's complete visual style, camera work, characters, colors, and audio direction.

Installation

  1. Make sure Claude is on your device and in your terminal.

    Skills load from ~/.claude/skills/ when Claude Code starts up — so you need it on your machine first. If you don't have it yet, install it once with the command below, then run claude in any terminal to verify.

    One-time setup
    npm i -g @anthropic-ai/claude-code

    Already have it? Skip ahead.

  2. Paste into Claude Code or into your terminal.

    This copies the whole skill folder into ~/.claude/skills/game-art-direction-zenstory-ai/ — the SKILL.md plus any scripts, reference docs, or templates the skill ships with. Safe default: works for every skill.

    Faster alternative (instruction-only skills)

    Skips the clone and grabs only the SKILL.md file. Don't use this if the skill ships Python scripts, reference markdowns, or asset templates — they won't be downloaded and the skill will fail when it tries to load them.

    Quick install (SKILL.md only)
    Sign up to copy
  3. Restart Claude Code.

    Quit and reopen Claude Code (or any other agent that loads from ~/.claude/skills/). New skills are picked up on startup.

  4. Just ask Claude.

    Skills auto-activate when your request matches the skill's description — no slash command needed. Trigger phrases live in the skill's own frontmatter; you can read them in the “What this skill does” section above.

Prefer to read the source first? Open on GitHub.

When Claude uses it

Direct game art and creative vision. Turn GAME_DESIGN into ART_DIRECTION defining a recognizable visual identity, functional visual and audio feedback, and key in-game moments. Use for what should the game look like, set the art direction, define the visual style. 游戏美术与创意方向。把 GAME_DESIGN 转成 ART_DIRECTION,定义可辨识的视觉身份、服务玩法的视听反馈和关键游戏时刻。用于判断游戏应该长什么样、制定游戏美术方向等需求。

What this skill does

游戏美术与创意方向

定义玩家最终看见、听见和读懂的体验;资产怎样生产、使用什么渲染库、模型或供应商由构建阶段决定。

读取 art-direction-method.md。必须已有 GAME_DESIGN.mdPRODUCT_BRIEF.md;视觉服务玩法,不能用漂亮参考图重写游戏。

产物语言由 PRODUCT_BRIEF.md 锁定;未锁定时跟随对话语言,不默认产出中文。

继承目标平台、视口/朝向、画风、内容尺度、targetFinishexperienceProfile。视觉参考只借 声明的构图、材质、色光或信息原则,不复制他作角色、地图、界面和资产。原作文化与目标市场分别 研究,不用流行刻板符号替代原作身份。

设计

  1. 定义能区分正确与错误方案的视觉原则;身份与审美校准按方法同名一节;
  2. 为玩家、目标、威胁、奖励和地标建立镜头、焦点、轮廓、尺度与密度语法;
  3. 让颜色、光、材质和运动编码真实状态,并提供非颜色冗余、低动效表达与明度可读边界;
  4. 定义首屏焦点、HUD 信息层级、输入反馈、结果分级、失败与结果状态;
  5. 为环境、角色、交互物和关键道具定义共享世界语法与各自识别锚点;
  6. 定义目标语言的字体覆盖、阅读顺序、文本密度与文化符号边界;
  7. 为核心循环或最高视觉风险定义关键游戏时刻,说明玩家动作、压力、焦点和前后状态,不为每个界面凑数;
  8. 定义声音世界、功能反馈层级和音乐边界;语音只在确有独特价值时选择,并始终保留字幕/静音路径。

narrative-ledhybrid 的叙事层还要说明人物距离、朝向、遮挡和姿态如何表现关系变化,以及对白区 怎样保证阅读、历史回看、跳过与加速。

不要写着色器、拓扑、贴图规格、接口、文件格式教程或供应商参数。

输出

生成 design/ART_DIRECTION.md,包含:

  • targetFinish 与视觉原则;
  • 镜头/构图、世界/角色/道具语法、功能性色光材质;
  • HUD、反馈、运动/转场、语言/文化与声音方向;
  • 关键游戏时刻;
  • 必需与可降级资产,以及原创/授权边界和仍未确定的视觉风险。

是否追加 design/VISUAL_TARGETS.md 与少量持久目标图,条件见方法「关键游戏时刻与目标图」。

交付前在目标视口检查动作、压力与反馈可辨;关键时刻在实际界面而非概念海报中成立; 方向覆盖核心循环、失败和结果,构建无需重新发明风格或反馈,但仍保有实现自由。

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