define-visual-style
Use when defining the visual style for a game — dimension, perspective, rendering, and color palette through a guided interview.
SKILL.mdskills/game_dev/user/define-visual-style/SKILL.md
GitHub1. 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.mddoes 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:
- Dimension — 2D / 3D / 2.5D
- Perspective — Top-down / Side-view / First-person / Third-person / Isometric
- Rendering — Pixel Art / Low-poly / Realistic / Cel-shaded / Hand-drawn
- 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