---
name: art-direction
description: Use when setting or reviewing a game's visual style, creating style guides, giving art feedback or checking that new assets fit. Keeps shape, colour, value and detail consistent with gameplay readability.
---

# Art direction

Draft from the Game studio skills library by THE DREAMING JESTER. Adapt it to your game, team and engine.

## Goal

Give the game one recognisable visual language that also makes gameplay easy to read.

## Before you start

- Collect the pillars: tone, setting, audience, platform and camera.
- Gather reference with a reason for each image. Reference without a reason becomes a mood board, not a direction.

## Process

1. Define shape language: what shapes mean friendly, dangerous, interactive and background.
2. Define a value structure first, then colour. Gameplay-critical elements must read in greyscale.
3. Set a palette with roles: environment, characters, threats, interactables, UI and effects.
4. Set detail density rules: where detail goes, where the eye rests, and what stays simple.
5. Write a style guide with do and don't examples for each asset type.
6. Review assets in the game, at gameplay distance and under real lighting, not only in isolation.
7. Give feedback as a target and a reason: what to change and how it serves readability or style.

## Quality bar

- A screenshot is recognisable with the UI removed.
- Threats and interactables stand out from the background at gameplay distance.
- New assets pass the style guide without needing the art director in the room.

## Output

Style guide, palette and value rules, annotated reference, and review notes per asset.

## Avoid

- Approving assets from turntables only.
- Colour carrying meaning that value and shape do not support.
