# Gsp Procedural Art Direction

> Use when procedural visual identity, shaders, particles, SVG systems, or UI recipes are part of the game deliverable.

- Skill: `mike007jd/gsp-procedural-art-direction` (Agent Skill)
- Install (CLI): `npx skillmds@latest add mike007jd/gsp-procedural-art-direction`
- Raw SKILL.md: https://api.skillmd.com/api/skills/mike007jd/gsp-procedural-art-direction/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: mike007jd (https://skillmd.com/u/mike007jd)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/mike007jd/gsp-procedural-art-direction

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# Game Procedural Art Direction

## Goal
Make the build visually intentional through programmable systems.

## Use when
- the user explicitly wants procedural art
- the game needs a stronger visual identity to meet the quality target
- the result currently works but looks generic or underdesigned

## Rules
- Treat requested visual style as part of the product, not optional fluff.
- Prefer reusable visual recipes over one-off hacks.
- Protect readability while adding style.
- For polished prototypes, visual direction belongs in scope now, not “later someday.”

## Outputs

Follow the `gsp-orchestrator` output strategy:
- **inline** (default): present visual direction decisions in conversation.
- **minimal** or **full**: update `docs/game-studio/spec.md` or `docs/game-studio/ux-flow.md` if visual rules or UI behavior change materially.

