Threejs Image Generator
valkor-ai/loom
Generate and edit 2D image assets for Three.js games with Google's Gemini image API: concept sheets, image-to-3D inputs, texture and material references, sky and background plates, decals, logos…
Author the Art Bible — visual identity gating asset production.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill art-bible -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios art-bible --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/art-bible .claude/skills/art-bible && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "art-bible" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/art-bible into .claude/skills/art-bible/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "art-bible", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/art-bibleType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill art-bible -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios art-bible --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/art-bible .agents/skills/art-bible && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "art-bible" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/art-bible into .agents/skills/art-bible/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "art-bible", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill art-bible -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios art-bible --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/art-bible .cursor/skills/art-bible && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "art-bible" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/art-bible into .cursor/skills/art-bible/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "art-bible", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/art-bible--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill art-bible -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios art-bible --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/art-bible .gemini/skills/art-bible && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "art-bible" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/art-bible into .gemini/skills/art-bible/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "art-bible", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios art-bibleInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill art-bible -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/art-bible .github/skills/art-bible && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "art-bible" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/art-bible into .github/skills/art-bible/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "art-bible", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill art-bible -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios art-bible --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/art-bible .opencode/skills/art-bible && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "art-bible" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/art-bible into .opencode/skills/art-bible/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "art-bible", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
art-bibleAuthor the Art Bible — visual identity gating asset production.
Art Bible is an agent skill from Donchitos/Claude-Code-Game-Studios. Author the Art Bible — visual identity gating asset production. Run before /map-systems.
Its SKILL.md is about 6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Logo and visual identity. The repository describes itself as: Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy. The licence is MIT.
7 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit be8993b. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteEditAgentAskUserQuestionBash(bash "*/.claude/skills/art-bible/../../hooks/yaml-helper.sh" resolve_config *)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Art Bible loads about 6k tokens when it runs. Until then it costs about 25 tokens; SKILL.md has 3,191 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Donchitos/Claude-Code-Game-Studios at commit be8993b, republished under its MIT licence (© Donchitos). 3,191 words, ~5,975 tokens.
.claude/skills/art-bible/SKILL.md (or your agent's skills folder).!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density
Resolved above — use as-is; --review overrides review_mode. No block →
defaults in .claude/docs/config-resolution.md.
See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.
Every AskUserQuestion call follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
docs.density — it controls per-section depth, where workflow
controls which sections exist. modes.rigor sets both together; set
docs.density explicitly to vary depth alone: terse (the default, via rigor: minimal) = each section a bulleted list of
constraints + references; balanced = paragraphs explaining each visual choice
(rigor: standard); thorough = full prose including style explorations, references, and
rationale per choice. Apply it to every section you author.
workflow (see .claude/docs/workflow-modes.md):
full — all 9 art bible sections required.standard — required only if visual asset stories exist in the project;
sections 1–4 are the minimum when required. workflow_overrides.art_bible_strict: true forces all 9 sections regardless of tier.minimal — not required. Can still be run voluntarily.Read design/gdd/game-concept.md — or design/game-brief.md, the one-page brief
that replaces it at rigor: minimal. If neither exists, fail with:
"No game concept found. Run
/brainstormfirst — the art bible is authored after the game concept is approved."
Extract from game-concept.md (from the brief: working title, pitch, "Who it's for / what they feel" line and "Art & audio direction" line — it has no pillars, Visual Identity Anchor or platform):
Retrofit mode detection: Glob design/art/art-bible.md. If the file exists,
build the status table without reading the document — you are about to author
only the incomplete sections, so loading the complete ones is loading exactly
what you will not touch:
Grep pattern="^## " path="design/art/art-bible.md" output_mode="content" -n
Grep pattern="\[To be designed\]|\[TBD\]|\[To be written\]|^_?TODO" path="design/art/art-bible.md" output_mode="content" -nRead(offset, limit) — never the whole file.Section | Status
--------|--------
1. Visual Identity Statement | [Complete / Empty / Placeholder]
2. Mood & Atmosphere | ...
3. Shape Language | ...
4. Color System | ...
5. Character Design Direction | ...
6. Environment Design Language | ...
7. UI/HUD Visual Direction | ...
8. Asset Standards | ...
9. Reference Direction | ..."Found existing art bible at
design/art/art-bible.md. [N] sections are complete, [M] need content. I'll work on the incomplete sections only — existing content will not be touched."
If the file does not exist, this is a fresh authoring session. The first
approved section creates the file from .claude/docs/templates/art-bible.md,
whose nine ## N. Name headings are the ones retrofit mode reads — ask first:
"May I create design/art/art-bible.md from the art bible template?" Each
approved section then replaces its own [To be designed] line with Edit;
keep the headings as the template has them.
A section's approval names its write. Every section is approved through an
AskUserQuestion whose approving option is [A] Lock this in and write it to design/art/art-bible.md (Section 1's full option list is below). Choosing it is
the approval to write that section; no section is written without it, fresh or
retrofit.
Extract performance budgets and the engine for asset standard constraints: read performance.* and engine.name from project.yaml; for any key absent or empty (including when project.yaml has no performance or engine block), fall back to .claude/docs/technical-preferences.md.
Present the session context and ask two questions before authoring anything:
Use AskUserQuestion with two tabs:
Tab "Scope" — "Which sections need to be authored today?"
Options: Full bible — all 9 sections / Visual identity core (sections 1–4 only) / Asset standards only (section 8) / Resume — fill in missing sections
Mark the option the resolved workflow tier actually requires as
(Recommended), and say why — the tier already decides this and the user
should not have to know the tier table to answer:
full → Full bible — all 9 sections are required at this tier.standard → Visual identity core (sections 1–4 only) — that is the
documented minimum when an art bible is required at all. Say: "Sections 1–4
are what standard requires; 5–9 are available if you want them."minimal → no art bible is required. Say so before asking, and offer
sections 1–4 as the useful-if-you-want-it option rather than defaulting to 9.workflow_overrides.art_bible_strict: true → Full bible regardless of tier.This is the single biggest cost lever in this skill: every authored section carries a specialist spawn, so authoring 9 sections where the tier requires 4 more than doubles the run for artifacts nothing downstream will check.
Tab "References" — "Do you have reference games, films, or art that define the visual direction?" (Free text — let the user type specific titles. Do NOT preset options here.)
If the game-concept.md has a Visual Identity Anchor section, note it:
"Found a visual identity anchor from brainstorm: '[anchor name] — [one-line rule]'. I'll use this as the foundation for the art bible."
Author only the sections in the chosen scope. Phases 2–4 run only the
sections inside it — for Resume, the Empty and Placeholder rows of the
retrofit table — and skip every other section, and any phase left with none.
Phase 6 names each section not authored this run and why.
These four sections define the core visual language. All other sections flow from them. Author and write each to file before moving to the next.
Spawn policy for this phase. Section 1 is delegated on its own — it is foundational and the user chooses between anchor directions before anything else can build on it. Sections 2–4 are then delegated in one
art-directorcall, not three: they are the same agent receiving the same inputs (Visual Identity Statement + pillars), and mood, shape and colour are interdependent — an art director defines them together, not in isolation. Three separate calls re-sent the same context three times and asked the agent to reason about colour without knowing the shape language it had just written.This is not reduced specialist involvement — every section is still authored by the specialist, which is the point
.claude/docs/effects-map.mdmakes about art-bible delegation being mandatory. It is one call instead of three for the same three sections. Per-section user approval and write-to-file-immediately are unchanged.
Goal: A one-line visual rule plus 2–3 supporting principles that resolve visual ambiguity.
If a visual anchor exists from game-concept.md: present it and ask:
Agent delegation (MANDATORY): Spawn art-director via Agent:
Present the art-director's draft to the user. Use AskUserQuestion:
[A] Lock this in and write it to design/art/art-bible.md / [B] Revise the one-liner / [C] Revise a supporting principle / [D] Describe my own directionWrite the approved section to file immediately.
Goal: Emotional targets by game state — specific enough for a lighting artist to work from.
For each major game state (e.g., exploration, combat, victory, defeat, menus — adapt to this game's states), define:
Agent delegation for Sections 2–4 — one call, issued here. Spawn
art-director via Agent with the locked Visual Identity Statement and pillar set,
and ask for all three sections in a single brief:
Require the three to be mutually consistent — the palette must serve the mood targets and the shape hierarchy — and returned as three separately labelled blocks so each can be approved and written on its own.
Then present Section 2 to the user, approve it, and write it to file immediately before moving to Section 3. Do not present all three at once: the batching is in the delegation, not in the review.
Goal: The geometric vocabulary that makes this game's world visually coherent and distinguishable.
Cover:
Draft source: the Sections 2–4 delegation issued under Section 2 — use the shape-language block it returned. Do not spawn again.
Write the approved section to file immediately.
Goal: A complete, producible palette system that serves both aesthetic and communication needs.
Cover:
Draft source: the Sections 2–4 delegation issued under Section 2 — use the colour-system block it returned. Do not spawn again.
Write the approved section to file immediately.
These sections translate the visual identity into concrete production rules. They should be specific enough that an outsourcing team can follow them without additional briefing.
Agent delegation for Sections 5–6 — one call, issued here. Both sections
were separate spawns of the same agent with the same input (sections 1–4),
which is pure duplication: the second call re-sent the whole visual identity to
an agent that had just been given it. Spawn art-director once with sections
1–4 and ask for both:
Require characters and environments to be legible against each other — a character silhouette must read against the environment texture density the same brief defines. Return two separately labelled blocks.
Present Section 5 first, approve, write to file, then Section 6.
Draft source: the Sections 5–6 delegation issued under Section 5 — use the environment block it returned. Do not spawn again.
Write the approved section to file.
Agent delegation: Spawn in parallel:
art-director: Visual style for UI — diegetic vs. screen-space HUD, typography direction (font personality, weight, size hierarchy), iconography style (flat/outlined/illustrated/photorealistic), animation feel for UI elementsux-designer: UX alignment check — does the visual direction support the interaction patterns this game requires? Flag any conflicts between art direction and readability/accessibility needs.Collect both. If they conflict (e.g., art-director wants elaborate diegetic UI but ux-designer flags it would reduce combat readability), surface the conflict explicitly with both positions. Do NOT silently resolve — use AskUserQuestion to let the user decide.
Write the approved section to file.
Agent delegation: Spawn in parallel:
art-director: File format preferences, naming convention direction, texture resolution tiers, LOD level expectations, export settings philosophytechnical-artist: Engine-specific hard constraints — poly count budgets per asset category, texture memory limits, material slot counts, importer constraints, anything from the performance budgets (performance.* in project.yaml, falling back to .claude/docs/technical-preferences.md)If any art preference conflicts with a technical constraint (e.g., art-director wants 4K textures but performance budget requires 2K for mobile), surface the conflict explicitly with both positions — the ideal and the constrained standard, and the tradeoff. Do NOT silently resolve it — use AskUserQuestion to let the user pick (options: the ideal standard, the constrained standard, or document both and let per-asset judgment apply). Ambiguity in asset standards is where production costs are born.
Write the approved section to file.
Goal: A curated reference set that is specific about what to take and what to avoid from each source.
Agent delegation: Spawn art-director via Agent with the completed sections 1–8. Ask: "Compile a reference direction for this game. Provide 3–5 reference sources (games, films, art styles, or specific artists). For each: name it, specify exactly what visual element to draw from it (not 'the general aesthetic' — a specific technique, color choice, or compositional rule), and specify what to explicitly avoid or diverge from (to prevent the 'trying to copy X' reading). References should be additive — no two references should be pointing in exactly the same direction."
Write the approved section to file.
Review mode check — apply before spawning AD-ART-BIBLE:
solo → skip. Note: "AD-ART-BIBLE skipped — Solo mode." Then record the skip
(below) and proceed to Phase 6.lean → skip (not a PHASE-GATE). Note: "AD-ART-BIBLE skipped — Lean mode."
Then record the skip (below) and proceed to Phase 6.full → spawn as normal.On either skip, ask "May I record the skipped sign-off in
design/art/art-bible.md's header?" and, on yes, replace the header's
> **Art Director Sign-Off (AD-ART-BIBLE)**: [Not yet reviewed] with
> **Art Director Sign-Off (AD-ART-BIBLE)**: SKIPPED [date] — [solo|lean] mode
— the gate accepts either form as a recorded sign-off.
After all sections are complete (or the scoped set from Phase 1 is complete), spawn art-director via Agent using gate AD-ART-BIBLE (.claude/docs/director-gates/ad-art-bible.md).
Pass: the art bible path (design/art/art-bible.md); the game pillars and core
fantasy; the platform and performance constraints (platform.* and
performance.* from project.yaml, falling back to
.claude/docs/technical-preferences.md); and the visual identity anchor. When
Phase 0 read the one-page brief, pass its pitch and "what they feel" line as the
pillars and fantasy, and its "Art & audio direction" line as the anchor.
Handle verdict per standard rules in director-gates.md.
On Revise flagged items, or to resolve a REJECT, the section's own specialist
— art-director, with ux-designer for Section 7 and technical-artist for
Section 8 — re-drafts each flagged section, which is then presented, approved
and written like any other section before REVISED [date] is recorded.
A NOT ASSESSED answer is never an approval: name the missing input, then
supply it and re-run the gate, or record NOT ASSESSED.
Record the verdict in the art bible's status header:
> **Art Director Sign-Off (AD-ART-BIBLE)**: APPROVED [date] / CONCERNS (accepted) [date] / REVISED [date] / NOT ASSESSED [date] — [missing input]
First, name each of the nine sections not authored this run and why — outside
the chosen scope, or already complete — e.g. "Not authored this run: sections
5–9 (outside the chosen scope; standard requires 1–4)." A run that stopped
after Section 4 must not read like a finished bible.
Before presenting next steps, check project state:
design/gdd/systems-index.md exist? → map-systems is done, skip that optionengine.name present in project.yaml, or a configured Engine field (not [TO BE CONFIGURED]) in .claude/docs/technical-preferences.md? → setup-engine is done, skip that optiondesign/gdd/ contain any *.md files? → design-system has been run, skip that optiondesign/gdd/gdd-cross-review-*.md exist? → review-all-gdds is doneUse AskUserQuestion for next steps. Only include options that are genuinely next based on the state check above:
At workflow: minimal, the pool is /create-stories (no stories yet) or
/dev-story [next story], plus Stop here — the GDD/architecture pool below is
standard/full only.
Option pool — include only if not already done:
[_] Run /map-systems — decompose the concept into systems before writing GDDs (skip if systems-index.md exists)[_] Run /setup-engine — configure the engine (asset standards may need revisiting after engine is set) (skip if engine configured)[_] Run /design-system — start the first GDD (skip if any GDDs exist)[_] Run /review-all-gdds — cross-GDD consistency check (required before Technical Setup gate) (skip if gdd-cross-review-*.md exists)[_] Run /asset-spec — generate per-asset visual specs and AI generation prompts from approved GDDs (include if GDDs exist)[_] Run /consistency-check — scan existing GDDs against the art bible for visual direction conflicts (include if GDDs exist)[_] Run /create-architecture — author the master architecture document (next Technical Setup step)[_] Stop hereAssign letters A, B, C… only to the options actually included. Mark the most logical pipeline-advancing option as (recommended).
Always include (
standard/fullonly)/create-architectureand Stop here as options — these are always valid next steps once the art bible is complete.
Applies in collaborative mode (the default). For guided and
autonomous modes, see .claude/docs/automation-modes.md — the rules below
describe what collaborative mode requires, not universal behavior.
Every section follows: Question → Options → Decision → Draft (from art-director agent) → Approval → Write to file
After the art bible is approved:
/map-systems to decompose the concept into game systems before authoring GDDs/setup-engine if the engine is not yet configured (asset standards may need revisiting after engine selection)/design-system [first-system] to start authoring per-system GDDs/consistency-check once GDDs exist to validate them against the art bible's visual rules/create-architecture to produce the master architecture document© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/art-bible of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit be8993b
Art Bible next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Art Bible this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~6k | Automated safety check: Pass | MIT | |
| Threejs Image Generatorvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Mira Img Animatorsandeco/mira-animator | 218 | — | ~1.7k | Automated safety check: Pass | Custom licence | |
| Web Visualsglifxyz/glif-mcp-server | 213 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Brand and Design Toolkitnextlevelbuilder/ui-ux-pro-max-skill | 134k | 1 repos | ~3.5k | Automated safety check: Pass | MIT | |
| Anthropic Brand Stylinganthropics/skills | 180k | 30 repos | ~559 | Automated safety check: Pass | Apache-2.0 |
valkor-ai/loom
Generate and edit 2D image assets for Three.js games with Google's Gemini image API: concept sheets, image-to-3D inputs, texture and material references, sky and background plates, decals, logos…
sandeco/mira-animator
Transforma imagens (fotos, logos, diagramas) em animações D3.js interativas e self-contained.
glifxyz/glif-mcp-server
Make images, textures, illustrations and background video for a website or app you are building, with Glif, and wire them into the code.
nextlevelbuilder/ui-ux-pro-max-skill
Bundles design tasks behind one skill: brand identity, tokens, UI styling, logos, corporate identity mockups, slides, banners, icons and social images.
anthropics/skills
Applies Anthropic's brand colors and fonts to artifacts such as PowerPoint slides, using fixed hex values for text and accents, Poppins headings and Lora body text.
kaankiziltug/logo-design-skill
Professional logo and brand-mark design, from brief to production files.
Donchitos/Claude-Code-Game-Studios
Create an ADR documenting a technical decision: context, alternatives considered, consequences.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
Donchitos/Claude-Code-Game-Studios
Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.
Categories
Author the Art Bible — visual identity gating asset production. Art Bible is an agent skill from Donchitos/Claude-Code-Game-Studios. Author the Art Bible — visual identity gating asset production.
Art Bible fits situations like: tasks that involve Logo and visual identity.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill art-bible -a claude-code`. Or copy the skill folder (.claude/skills/art-bible in Donchitos/Claude-Code-Game-Studios) into .claude/skills/art-bible in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill art-bible -a codex`. Or copy the skill folder (.claude/skills/art-bible in Donchitos/Claude-Code-Game-Studios) into .agents/skills/art-bible in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill art-bible -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/art-bible, .gemini/skills/art-bible, .github/skills/art-bible and .opencode/skills/art-bible in your project.
Going by SKILL.md and its folder, Art Bible needs the command-line tools its instructions call (bash). Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/art-bible/../../hooks/yaml-helper.sh" resolve_config *).
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Art Bible is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 6k tokens (SKILL.md is roughly 24k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Art Bible: Threejs Image Generator (valkor-ai/loom, 1.2k stars), Mira Img Animator (sandeco/mira-animator, 218 stars), Web Visuals (glifxyz/glif-mcp-server, 213 stars) and Brand and Design Toolkit (nextlevelbuilder/ui-ux-pro-max-skill, 134k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 26,031 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on October 8, 2026.
Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.