summerengine/summer/art-direction
Claude Code and agent skill by summerengine/summer
- community
Checking that the SKILL.md file is still in the repository.
Define the game's visual style (palette, mood, lighting, post) as an art bible in .summer/art-bible.md.
Install
npx vskill@latest install summerengine/summer/art-directionSKILL.md
/art-direction — Define the Visual Style
Overview
A consistent art direction makes a low-budget game look finished. Solo developers most often lose it by mixing styles — a toon-shaded character on a photoreal terrain, a pixel UI over a smooth 3D world. This skill builds an art bible the rest of the project obeys: references, palette, mood, lighting plan, post-processing, and a do/don't list. It writes to .summer/art-bible.md — the file every rendering / shader / lighting / VFX skill reads later.
Core principle: Constraint produces style. A game with 15 colors total looks more intentional than a game with infinite-color textures. Pick the constraint, then defend it.
Steps
1. Open with references
Ask exactly this:
Two or three references — games, films, art books, anything visual. What's the vibe?
Don't suggest. Listen. References are the single most reliable signal of what they actually want. If they say one game, ask for one more — single-reference art bibles converge into a clone of that game.
If they freeze, offer 4 axes (not games):
Pick the one that feels right: a) painterly + warm + handcrafted (Sable, Tunic), b) crisp + saturated + toon (Hi-Fi Rush, Splatoon), c) dark + moody + grounded (Dishonored, Inside), d) lo-fi + nostalgic + crunchy (Dusk, Faith).
2. Read the brief if it exists
Brief might say "horror" — that constrains palette and lighting. Brief might say "cozy" — that forbids harsh contrast. Quote it back:
Brief is "cozy farming sim". That rules out harsh shadows and saturated reds. Confirming.
3. Pin the rendering technique
This is the technique question, not the mood question. Force a choice:
| Technique | When | Pro | Con | |
|---|---|---|---|---|
| Toon / cel-shaded | Stylized 3D, expressive characters | Forgiving on textures, ages well | Can feel generic without strong palette | |
| PBR realistic | Grounded sim, horror, military | Lighting does the work | Asset cost is brutal solo | |
| Lo-fi PS1 | Nostalgia, horror, indie cred | Tiny assets, fast iteration | Niche audience appeal | |
| Flat / matte | Minimalist puzzle, casual | Cheapest to author | Limited mood range | |
| Painterly (textured-shaded) | Story-led, fantasy | Distinctive | Requires consistent texture authoring | |
| 2D pixel | Retro, platformer, RPG | Mature pipeline | Animation cost scales fast | |
| 2D hand-drawn | Narrative, indie | Distinctive, expressive | Animation cost extreme |
Ask:
One technique. Which is it?
If they pick more than one ("PBR characters in a toon world"), name the conflict and force a hierarchy:
Mixed techniques rarely cohere. If you mean "stylized PBR with toon outlines" — that's one technique (PBR + post-process outline). If you mean "toon characters in a PBR world" — that's two, and they'll fight. Pick one as primary.
4. Build the palette
A palette is 6-15 colors total. Not a vibe, not "warm tones" — actual hex codes. Force it.
Walk:
State candidates as hex. For a "cozy farming" game:
Pure white (#ffffff) and pure black (#000000) are almost always wrong — they break the palette. Flag it if the user pitches them.
Ask:
Palette above. Adjust any, or lock it?
5. Define the mood adjectives
Three to five adjectives. Concrete, not vague.
Bad: "cool, atmospheric, immersive." Good: "soft, hand-warmed, slightly melancholic, golden-hour."
Ask:
Three to five adjectives that aren't 'cool' or 'atmospheric'. Pick from concrete sensory words.
6. Write the lighting plan
State the plan in one block. For the current Summer Engine rendering stack:
For 2D:
7. Define post-processing rules
Summer Engine post stack: Glow, SDFGI, SSAO, SSR, Adjustments, Color Correction (LUT). State opinions, not options.
Make these calls. Don't enumerate options.
8. Build the do / don't list
This is the contract. Five do's, five don'ts. Specific, enforceable.
9. Apply Summer project-level settings
Some art-direction calls translate to project.godot settings. Apply them.
Preferred (Summer MCP):
If a WorldEnvironment node is in the main scene, set its environment defaults to match the lighting plan:
Ask before each:
May I updateproject.godot's default clear color to the palette primary, and enable MSAA 2x?
Fallback (no MCP): print the project.godot snippet for the user to paste.
10. Save the art bible
Always write the bible. Path: .summer/art-bible.md.
Ask:
May I create.summer/art-bible.mdwith this bible?
11. Route to the next step
End with:
Bible saved. Next:-/audio-directionto define the sonic identity that pairs with this look.-/game-feelto design particle / hit-feedback styles within the palette.- Open the project'sWorldEnvironmentnode and dial in the lighting plan.- Or generate first-pass concept assets viaassets.generate_imageusing the palette + mood as the prompt prefix.
Common mistakes
| Mistake | Fix | |
|---|---|---|
| Vague palette ("warm tones") | Hex codes only. 6-15 of them. Locked. | |
| Pure white / pure black | Off-white (#f4ecdf) and off-black (#1f1a16). Pure values blow out the palette. | |
| Single reference | At least two references. Single = clone. | |
| Mixing techniques | Toon characters in a PBR world fight. Pick one technique, stick to it. | |
| No "DON'T" list | The DON'T list is the actual contract. The DO is aspirational. | |
| Chromatic aberration / motion blur | Cheap, overused, date-fast. Off by default. | |
| Procedural skybox without angle | Mid-day sun + uniform fog reads generic. Always angle the sun. | |
| Skipping the lighting plan | Lighting is art direction in 3D. Without a plan, every level looks different. | |
| Adopting "AAA realism" at vertical-slice scope | Asset cost is brutal solo. Stylized always wins. | |
| Calling SetResourceProperty before the property holds a resource | Explicit resource is null error, not a silent drop. Assign the resource first (summer_set_prop key="environment" value="Environment"), then set its sub-properties. Scene-embedded sub_resources are fully supported targets. |
Collaborative protocol
This skill writes one design doc (.summer/art-bible.md) and may modify project.godot settings + the main scene's WorldEnvironment. Always ask.
Want a working starter?
No template — this is a workflow that produces the bible the rest of the project obeys. After the bible exists, every Summer rendering / lighting / shader / VFX skill reads it.
See also
brainstorm-game— produces the brief that anchors the bibleaudio-direction— the sonic counterpart3d-lighting— implements the lighting plan and the environment's glow, tonemap and SSAO settings
<!-- shell-commands: generated from the operation catalog by npm run generate:registry; do not edit by hand -->
From a shell
No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
| In this skill | Command | |
|---|---|---|
assets.generate_image | summer assets generate-image | |
summer_get_project_context | summer engine get-project-context | |
summer_inspect_node | summer engine inspect-node | |
summer_project_setting | summer engine project-setting | |
summer_set_prop | summer engine set-prop |
<!-- /shell-commands -->
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewNot runA model review is scheduled for the next rescan.
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckinglibrary/skills/art-direction/SKILL.md
Popularity
- Repository stars
- 85
- Repository forks
- 7
- 7-day trend score
- 21
Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.
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