Individual skill
style
A game's look as a set of decisions that fit together — render style, palette, shape language, proportions, materials, light, camera, fonts and effects; then the cast, its library family, scale and phone budgets — each picked automatically from the person's words with a one-line why, which the person can steer ("warmer", "closer"), lock, or explore on a style board of three directions drawn by the game engine itself (free; a painted mood image only on their own fal account). Locked and pinned decisions keep every asset coherent: change one and the blast radius lists exactly what went stale and what remaking it would cost, and nothing is remade without a yes. Use when someone talks about a game's look or style, "make it look like…", "show me other looks", "keep that palette", "darker", "the art doesn't fit together", or before making any models or art for a game.
plugins/homie-rocks/homie/skills/style/SKILL.md
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- Last checked
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# The look of a game: decisions, the board, locks
A game's art direction lives in `games/<id>/codex/decisions.json` (private, like the codex) and is drawn in
the Game Codex's **Art direction** tab: every decision with its value, its why, and its state. It is the style
bible. Everything made for the game (models, textures, covers, title cards) is made under it and records the
revision it was made under, so the game stays one game.
| State | Meaning | Who changes it |
| --- | --- | --- |
| **auto** | your pick, with its why | you, freely |
| **steered** | the person nudged it ("warmer") | you may refine within the nudge, never undo it |
| **pinned** | the first asset built on it pinned it (locked by use) | you only while nothing paid or published depends on it; else ask |
| **locked** | the person froze it | only the person: unlock needs their reason, after they saw the blast radius |