Individual skill

game-art-direction

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,定义可辨识的视觉风格、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。

skills/game-art-direction/SKILL.md

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Nov 11, 2026
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# 游戏美术与创意方向

定义玩家在游戏里看见、听见和读懂的视听体验;至于资产用什么工具生产、采用哪个渲染库或调用哪家模型,留给构建阶段决定。

读取 [art-direction-method.md](references/art-direction-method.md)。输入必须包含 `GAME_DESIGN.md` 与 `PRODUCT_BRIEF.md`;视觉表现服务于玩法决策,不得为了迁就好看的参考图而改写玩法规则。

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。

直接继承目标平台、视口与屏幕朝向、画风、`targetFinish`、内容尺度与 `experienceProfile`。视觉参考只借鉴已声明的构图、材质、色光或信息层级,不得照搬其他作品的角色、地图、界面与美术资产。原著文化背景与目标发行市场分开考证,不用泛化的流行刻板符号替代原著自身的时代与文化气质。

## 设计

1. 确立能明确区分“符合本作”与“偏离本作”的核心视觉原则(校准方法见参考文档「身份与审美校准」);
2. 为主角、目标点、威胁、奖励和场景地标建立清晰的镜头机位、视觉焦点、剪影轮廓、体型比例与画面疏密规则;
3. 让色彩、光影、材质和动效准确传达真实游戏状态,同时提供不依赖颜色辨识的图形提示、低动效替代方案与充足的明暗对比度;
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