art-directionlisted
Install: claude install-skill Nioris/project-forge
# Art Direction — Define quality FIRST, generate to spec, self-critique BEFORE delivering
## Why this skill exists (the actual problem it fixes)
First-draft visuals come out weak — "просто стены", flat sprites, generic UI — and then take
many rounds of "сделай нормально" to reach quality. **Root cause:** generation starts with no
defined target, so the model emits its safest, most generic default; the *user* becomes the
quality loop. This skill inverts that: define a concrete target up front, then self-evaluate and
revise **before** the user ever sees it. Goal — **deliver pass-3 quality on pass 1.**
This is invoked FIRST by every visual skill. Do not generate visuals without a spec.
## Part A — The Art-Direction Spec (do this BEFORE any pixels)
Produce `wiki/design/art-direction-{Project}.md`. It must be **concrete** — exact hex, exact
counts, named references. Vague specs ("nice, modern, clean") produce generic output; that is
the failure mode. If you catch yourself writing an adjective, replace it with a number, a hex
code, or a named touchstone.
```markdown
# Art Direction — {Project}
## 1. Identity (one sentence)
"{Genre} game that feels like {emotional adjective} — think {Reference A} meets {Reference B}."
## 2. Reference touchstones (3–5, NAMED, real)
- {Game/film/artist} — for {what specifically: palette / lighting / shape language / mood}
- ... (pull from $research-references if it ran; otherwise name them now)
## 3. Palette (EXACT hex — this is binding, not