define-visual-style

Use when defining the visual style for a game — dimension, perspective, rendering, and color palette through a guided interview.

SKILL.md

GitHub

1. Output Artifact

  • Target: {TARGET_FOLDER}/docs/visual_style.md
  • Maps four dimensions: Dimension, Perspective, Rendering, Palette → technical specification.

2. Four-Dimension Interview

Conduct full interview with user BEFORE generating spec. Use question tool one dimension at a time.

Step Dimension Options
1 Dimension 2D / 3D / 2.5D
2 Perspective Top-down / Side-view / First-person / Third-person / Isometric
3 Rendering Pixel Art / Low-poly / Realistic / Cel-shaded / Hand-drawn
4 Palette Warm / Cool / Monochrome / Vibrant / Muted (or custom)

Ask ONE → STOP. After all four, present summary for confirmation → STOP → generate spec.

3. When to Use

  • Triggers: define visual style, art direction, visual style, art style, color palette.
  • When to use: Starting a new project or when visual_style.md does not yet exist. For asset budgeting/bundle strategy, use core audit skills instead.

4. Quick Reference

Output: {TARGET_FOLDER}/docs/visual_style.md. Tool: question (one per turn).

Four dimensions:

  1. Dimension — 2D / 3D / 2.5D
  2. Perspective — Top-down / Side-view / First-person / Third-person / Isometric
  3. Rendering — Pixel Art / Low-poly / Realistic / Cel-shaded / Hand-drawn
  4. Palette — Warm / Cool / Monochrome / Vibrant / Muted (or custom)

Ask one dimension at a time, then present summary for confirmation before generating spec.

5. Intercepts

  • Style vs Gameplay Conflict: If style contradicts core loop → suggest adjustment.
  • Vague Descriptor: If user provides non-technical terms → ask for concrete options.

5. Red Flags

  • Asking multiple questions in one turn · Proceeding with contradictions · Accepting vague terms · Skipping summary confirmation

6. Execution Command

/define-visual-style