Art Vision
Establish and maintain visual coherence through systematic art direction.
Visual Hierarchy
Three levels every scene communicates through:
- Primary Focus - Player's eye (characters, interactives)
- Secondary Context - Navigation, environmental storytelling
- Tertiary Atmosphere - Background, mood reinforcement
Style Spectrum Positioning
| Spectrum | Left ←→ Right |
|---|---|
| Fidelity | Stylized ←→ Realistic |
| Detail | Simplified ←→ Complex |
| Saturation | Desaturated ←→ Vibrant |
| Contrast | Low-key ←→ High-key |
| Form | Geometric ←→ Organic |
| Line | Hard-edge ←→ Painterly |
Document position for each. All assets should align.
Color Theory
Primary Palette (60/30/10 rule):
- Dominant (60%): Sets tone
- Secondary (30%): Creates interest
- Accent (10%): Draws attention
Functional Colors:
- Player/friendly: Consistent hue
- Enemy/danger: Distinct, high recognition
- Interactive: Subtle affordance cue
- UI: Readable on all backgrounds
Emotional Mapping:
- Safe zones: Warmer, saturated
- Danger zones: Cooler, desaturated, high contrast
Style Bible Sections
- Visual Pillars - 3-5 non-negotiable style principles
- Reference Board - Target aesthetic by category
- Color Keys - Paintings for major environments/moods
- Material Definitions - Surface treatments, normal map intensity
- Character Design Language - Proportions, silhouettes
- Environment Design Language - Scale, architecture
Normal Map Aesthetic Guidelines
Normal maps add surface detail. Use consistently with visual style:
| Style | Normal Map Intensity | Recommendation |
|---|---|---|
| Stylized/Toon | 0.3-0.5 | Subtle or skip |
| PS1/N64 Retro | 0.5-0.8 | Subtle detail |
| PS2/Dreamcast | 0.8-1.2 | Standard detail |
| Realistic | 1.0-2.0 | Full detail |
When to use normal maps:
- Hero characters requiring close-up detail
- Architecture with visible surface texture
- Materials that rely on micro-detail (metal, fabric, stone)
When to skip normal maps:
- Flat-shaded stylized aesthetics
- Memory-constrained scenarios
- Distant or fast-moving objects
- When geometry provides sufficient form
Material-specific intensity:
| Material | Intensity Range |
|---|---|
| Smooth plastic | 0.2-0.4 |
| Fabric/cloth | 0.5-0.8 |
| Stone/concrete | 0.8-1.2 |
| Metal (brushed) | 1.0-1.5 |
| Organic (bark, skin) | 0.6-1.0 |
Coherence Checklist
- Fidelity matches other assets?
- Detail density appropriate for hierarchy role?
- Palette used correctly?
- Shape language consistent?
- Integrates with intended environment?
Store in .studio/art-direction.md or .studio/creative-direction.md.
References
references/color-theory.md- Advanced palette buildingreferences/composition.md- Visual hierarchy principlesreferences/style-spectrums.md- Detailed spectrum definitions