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rmoubayed/art-direction-gates

How a game gets its look without wasting the user's time - one target frame everything is judged against, art built in layers with an approval gate per layer, the user approving every concept image, readability from the gameplay camera, real-world scale with a check that must stay at 0, prompts that work, a log of looks already rejected, and a 1-10 rating rubric. Use this whenever you start a new look, art layer, concept batch, UI style or asset set; before you show the user any concept sheet or gate report; when writing an image prompt for direction or concepts; when a model looks wrong in game; or when the user says a look is "off", "cartoony", "generic" or "too much like X". Read it…

What is art-direction-gates?

art-direction-gates is a Claude Code agent skill that how a game gets its look without wasting the user's time - one target frame everything is judged against, art built in layers with an approval gate per layer, the user approving every concept image, readability from the gameplay camera, real-world scale with a check that must stay at 0, prompts that work, a log of looks already rejected, and a 1-10 rating rubric. Use this whenever you start a new look, art layer, concept batch, UI style or asset set; before you show the user any concept sheet or gate report; when writing an image prompt for direction or concepts; when a model looks wrong in game; or when the user says a look is "off", "cartoony", "generic" or "too much like X". Read it….

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npx skills add https://github.com/rmoubayed/indiecouch-skills/tree/HEAD/skills/art-direction-gates

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Documentation

Art direction and approval gates

The user decides the look; you make it cheap for them to decide. Every rule here came from a round of art that was rejected.

1. One target frame

Before any asset is made, the user picks one gameplay frame (real or generated) that is the look. It shows real play at the real camera with the UI, not a pretty concept shot. Write down what it contains (materials, light, UI layout) and judge every gate and asset against it.

  • Use the real game camera. Text-only camera descriptions failed; attach a real screenshot when the angle must match.
  • A change of direction replaces the target frame and is written down the same day.

2. Layers and gates

Art is built in layers, each ending in a gate the user tests and approves. Never start the next layer before the user approves the current gate. The user can reorder the layers; follow their order.

  • The user approves every concept image before it is modelled, existing renders included. Show concepts as a labelled contact sheet and record picks and redo notes.
  • Art only changes the look. Models replace how a thing looks, never its collision or footprint. Anything without a model falls back to a placeholder, so the game always runs and the tests don't move.
  • A gate report has: screenshots from the same fixed camera spots each time, including a match of the target frame's view; tests green; frame time on a fixed busy scene; a sheet of every new asset; the credits spent; and final checks (camera doesn't clip, nothing wedged, log clean). Commit and tag at each approved gate.
  • Check a rebuild really happened (log, timestamps) before judging a shot. One script once silently overwrote another's asset.

3. Readability

The player must know what a thing is from the gameplay camera in under a second.

  • A distinct silhouette plus identifying props, written into the prompt. Generic shapes get rejected as "all alike".
  • Variants read as the same thing. An upgrade or a level-up is a visible change of the same design, not a new design.
  • Materials say what it costs or how advanced it is, in a table written for the game.
  • Prompts for a single asset end with the asset alone on a plain light grey background, so the game supplies the setting.

4. Real-world scale

Everything is real size, and a check proves it. A game learned this late when a car stood as big as a building. Before the first asset, write a table of sizes for the game's kinds of thing and add an automated scale check in the first art layer. It must report 0. Fix scale in the art or data tables, never per instance, and never stretch a model to fit.

5. Prompts that work

  • Long and specific: real gameplay at the real camera, with the UI, the materials of every element, the time of day. This user reads details; vague prompts give generic results.
  • Describe the look, never name a game. Naming games pulled in their settings.
  • Placeholders in a reference get copied. Say what each placeholder must become.
  • With two references, the finished-looking one takes over the camera. To keep a layout, attach only your screenshot and describe the look in words. For a style lock, attach the approved frame as the second image.
  • One prompt with the image count set; never write "make 4 variations" (you get a collage).
  • UI prompts: a locked spec (goal, format, layout as a wireframe in words, type, colour and material with hex, exact copy, negatives), art direction first, one variable per variant. Variations go on the approved style, not new styles.

6. Looks already rejected

Keep a table per game: what was rejected and the user's words. Add a row the day a look is rejected and never offer it again. Things this user has rejected across the board: AI repaints of our own screenshots, mixed art sources that clash (scans beside generated art), code-drawn "greybox" UI, and copying a reference game too literally.

7. Rating rubric (1-10, against the target frame)

Rate gate shots and new assets in the game's own lighting.

ScoreMeaning
9-10Could sit inside the target frame; reads instantly
7-8Right look, small faults; fix in the batch
5-6Right idea, wrong execution; redo before the gate
3-4Generic or off-style; new concept needed
1-2Broken: floating, buried, untextured, wrong scale

Nothing under 7 goes to the user as "done". Crop and zoom before calling anything fine. Every fault below 7 is a ticket.

Related skills

studio-operating-model, tripo-studio, ue-scripted-runs, ue-test-gate, character-and-animation.

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