art-bible
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ChinesePhase 0: Parse Arguments and Context Check
阶段0:解析参数与上下文检查
Resolve the review mode (once, store for all gate spawns this run):
- If was passed → use that
--review [full|lean|solo] - Else read → use that value
production/review-mode.txt - Else → default to
lean
See for the full check pattern.
.claude/docs/director-gates.mdRead . If it does not exist, fail with:
design/gdd/game-concept.md"No game concept found. Runfirst — the art bible is authored after the game concept is approved."/brainstorm
Extract from game-concept.md:
- Game title (working title)
- Core fantasy and elevator pitch
- Game pillars (all of them)
- Visual Identity Anchor section if present (from brainstorm Phase 4 art-director output)
- Target platform (if noted)
Retrofit mode detection: Glob . If the file exists:
design/art/art-bible.md- Read it in full
- For each of the 9 sections, check whether the body contains real content (more than a placeholder or similar) vs. is empty/placeholder
[To be designed] - Build a section status table:
Section | Status
--------|--------
1. Visual Identity Statement | [Complete / Empty / Placeholder]
2. Color Palette | ...
3. Lighting & Atmosphere | ...
4. Character Art Direction | ...
5. Environment & Level Art | ...
6. UI Visual Language | ...
7. VFX & Particle Style | ...
8. Asset Standards | ...
9. Style Prohibitions | ...- Present this table to the user:
"Found existing art bible at. [N] sections are complete, [M] need content. I'll work on the incomplete sections only — existing content will not be touched."
design/art/art-bible.md - Only work on sections with Status: Empty or Placeholder. Do not re-author sections that are already complete.
If the file does not exist, this is a fresh authoring session — proceed normally.
Read if it exists — extract performance budgets and engine for asset standard constraints.
.claude/docs/technical-preferences.md解析审核模式(本次运行中所有gate生成均沿用此设置):
- 若传入参数 → 使用该值
--review [full|lean|solo] - 否则读取文件 → 使用其中的值
production/review-mode.txt - 否则 → 默认使用模式
lean
完整的检查规则请查看。
.claude/docs/director-gates.md读取文件。若文件不存在,则报错:
design/gdd/game-concept.md"未找到游戏概念文档。请先执行/brainstorm流程——美术规范手册需在游戏概念获批后编写。"
从game-concept.md中提取以下内容:
- 游戏标题(暂定名)
- 核心幻想与电梯游说(简短推介语)
- 游戏核心支柱(全部内容)
- 若存在视觉标识锚点章节(来自brainstorm阶段4的art-director输出)
- 目标平台(如有标注)
翻新模式检测:遍历文件。若文件存在:
design/art/art-bible.md- 完整读取文件内容
- 针对9个章节,逐一检查正文是否包含实际内容(而非之类的占位符或空内容)
[待设计] - 构建章节状态表:
章节 | 状态
--------|--------
1. 视觉标识声明 | [已完成 / 空 / 占位符]
2. 调色板 | ...
3. 光照与氛围 | ...
4. 角色美术风格指引 | ...
5. 环境与关卡美术 | ...
6. UI视觉语言 | ...
7. 特效与粒子风格 | ...
8. 资产标准 | ...
9. 风格禁忌 | ...- 向用户展示此表格:
"在路径下找到已有的美术规范手册。[N]个章节已完成,[M]个章节需要补充内容。我将仅处理未完成的章节——已有的内容不会被修改。"
design/art/art-bible.md - 仅处理状态为“空”或“占位符”的章节。请勿重新编写已完成的章节。
若文件不存在,则为全新编写流程——正常推进。
若文件存在,则读取该文件——提取性能预算与引擎信息,作为资产标准的约束条件。
.claude/docs/technical-preferences.mdPhase 1: Framing
阶段1:框架确认
Present the session context and ask two questions before authoring anything:
Use with two tabs:
AskUserQuestion- 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 - 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."
在开始编写前,向用户展示会话上下文并提出两个问题:
使用工具,包含两个标签页:
AskUserQuestion- 标签页**"范围"** — "今天需要编写哪些章节?"
选项:/
完整手册——全部9个章节/视觉标识核心(仅第1-4章节)/仅资产标准(第8章节)续编——补充缺失章节 - 标签页**"参考资料"** — "你是否有定义视觉风格方向的参考游戏、电影或美术作品?" (自由文本输入——允许用户输入具体名称。此处请勿预设选项。)
若game-concept.md中包含视觉标识锚点章节,则需注明:
"从brainstorm流程中找到视觉标识锚点:'[锚点名称] — [单行规则]'。我将以此为基础编写美术规范手册。"
Phase 2: Visual Identity Foundation (Sections 1–4)
阶段2:视觉标识基础(第1-4章节)
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.
这四个章节定义核心视觉语言。所有其他章节均以此为基础展开。完成每个章节的编写后立即写入文件,再推进至下一章节。
Section 1: Visual Identity Statement
第1章节:视觉标识声明
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:
- "Build directly from this anchor?"
- "Revise it before expanding?"
- "Start fresh with new options?"
Agent delegation (MANDATORY): Spawn via Task:
art-director- Provide: game concept (elevator pitch, core fantasy), full pillar set, platform target, any reference games/art from Phase 1 framing, the visual anchor if it exists
- Ask: "Draft a Visual Identity Statement for this game. Provide: (1) a one-line visual rule that could resolve any visual decision ambiguity, (2) 2–3 supporting visual principles, each with a one-sentence design test ('when X is ambiguous, this principle says choose Y'). Anchor all principles directly in the stated pillars — each principle must serve a specific pillar."
Present the art-director's draft to the user. Use :
AskUserQuestion- Options: /
[A] Lock this in/[B] Revise the one-liner/[C] Revise a supporting principle[D] Describe my own direction
Write the approved section to file immediately.
目标:一条单行视觉规则,外加2-3条支持性原则,用于解决视觉歧义。
若game-concept.md中存在视觉标识锚点:展示该锚点并询问:
- "直接基于此锚点展开编写?"
- "先修订此锚点再展开?"
- "从零开始提出新方案?"
Agent委托(强制要求):通过Task生成 Agent:
art-director- 提供信息:游戏概念(电梯游说、核心幻想)、完整核心支柱集、目标平台、阶段1框架确认中获取的参考游戏/美术作品(如有)、视觉标识锚点(如有)
- 要求:"为此游戏起草视觉标识声明。需包含:(1) 一条可解决任何视觉决策歧义的单行视觉规则;(2) 2-3条支持性视觉原则,每条原则需附带一句设计测试说明('当X存在歧义时,此原则要求选择Y')。所有原则需直接关联已明确的核心支柱——每条原则必须服务于特定的核心支柱。"
将art-director起草的内容展示给用户。使用工具:
AskUserQuestion- 选项:/
[A] 确认此版本/[B] 修订单行规则/[C] 修订某条支持性原则[D] 描述我自己的风格方向
获批准后立即将该章节写入文件。
Section 2: Mood & Atmosphere
第2章节:情绪与氛围
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:
- Primary emotion/mood target
- Lighting character (time of day, color temperature, contrast level)
- Atmospheric descriptors (3–5 adjectives)
- Energy level (frenetic / measured / contemplative / etc.)
Agent delegation: Spawn via Task with the Visual Identity Statement and pillar set. Ask: "Define mood and atmosphere targets for each major game state in this game. Be specific — 'dark and foreboding' is not enough. Name the exact emotional target, the lighting character (warm/cool, high/low contrast, time of day direction), and at least one visual element that carries the mood. Each game state must feel visually distinct from the others."
art-directorWrite the approved section to file immediately.
目标:针对不同游戏状态设定情绪目标——具体到足以让灯光师据此开展工作。
针对每个主要游戏状态(例如:探索、战斗、胜利、失败、菜单——根据游戏实际状态调整),定义:
- 核心情绪/氛围目标
- 光照特征(时段、色温、对比度等级)
- 氛围描述词(3-5个形容词)
- 能量等级(狂热 / 平稳 / 沉思 / 等)
Agent委托:通过Task生成 Agent,提供视觉标识声明与核心支柱集。要求:"为此游戏的每个主要状态定义情绪与氛围目标。需具体明确——'黑暗阴森'这类描述不够。请指明确切的情绪目标、光照特征(暖/冷色调、高/低对比度、时段倾向),以及至少一个承载该氛围的视觉元素。每个游戏状态的视觉感受必须与其他状态明显区分。"
art-director获批准后立即将该章节写入文件。
Section 3: Shape Language
第3章节:形状语言
Goal: The geometric vocabulary that makes this game's world visually coherent and distinguishable.
Cover:
- Character silhouette philosophy (how readable at thumbnail size? Distinguishing trait per archetype?)
- Environment geometry (angular/curved/organic/geometric — which dominates and why?)
- UI shape grammar (does UI echo the world aesthetic, or is it a distinct HUD language?)
- Hero shapes vs. supporting shapes (what draws the eye, what recedes?)
Agent delegation: Spawn via Task with Visual Identity Statement and mood targets. Ask: "Define the shape language for this game. Connect each shape principle back to the visual identity statement and a specific game pillar. Explain what these shape choices communicate to the player emotionally."
art-directorWrite the approved section to file immediately.
目标:构建几何词汇体系,使游戏世界在视觉上连贯且具有辨识度。
涵盖内容:
- 角色轮廓设计理念(缩略图尺寸下的可读性如何?每个archetype(原型)的独特特征是什么?)
- 环境几何形态(棱角分明/曲线柔和/有机形态/几何化——哪种占主导,原因是什么?)
- UI形状语法(UI是否呼应世界美学,还是采用独立的HUD语言?)
- 核心形状与辅助形状(哪些元素吸引眼球,哪些元素退居次要?)
Agent委托:通过Task生成 Agent,提供视觉标识声明与氛围目标。要求:"为此游戏定义形状语言。将每条形状原则与视觉标识声明及特定游戏核心支柱关联起来。解释这些形状选择在情感层面向玩家传递了什么信息。"
art-director获批准后立即将该章节写入文件。
Section 4: Color System
第4章节:色彩系统
Goal: A complete, producible palette system that serves both aesthetic and communication needs.
Cover:
- Primary palette (5–7 colors with roles — not just hex codes, but what each color means in this world)
- Semantic color usage (what does red communicate? Gold? Blue? White? Establish the color vocabulary)
- Per-biome or per-area color temperature rules (if the game has distinct areas)
- UI palette (may differ from world palette — define the divergence explicitly)
- Colorblind safety: which semantic colors need shape/icon/sound backup
Agent delegation: Spawn via Task with Visual Identity Statement and mood targets. Ask: "Design the color system for this game. Every semantic color assignment must be explained — why does this color mean danger/safety/reward in this world? Identify which color pairs might fail colorblind players and specify what backup cues are needed."
art-directorWrite the approved section to file immediately.
目标:一套完整、可落地的调色板体系,兼顾美学与信息传达需求。
涵盖内容:
- 主调色板(5-7种颜色,附带功能定位——不仅提供十六进制代码,还需说明每种颜色在游戏世界中的含义)
- 语义色彩用法(红色代表什么?金色?蓝色?白色?建立色彩词汇体系)
- 按生物群系或区域划分的色温规则(若游戏包含不同区域)
- UI调色板(可能与世界调色板不同——需明确说明差异)
- 色盲友好性:哪些语义色彩需要搭配形状/图标/声音作为辅助提示
Agent委托:通过Task生成 Agent,提供视觉标识声明与氛围目标。要求:"为此游戏设计色彩系统。每个语义色彩的分配必须附带解释——为何该颜色在游戏世界中代表危险/安全/奖励?识别可能对色盲玩家不友好的色彩组合,并指定所需的辅助提示方式。"
art-director获批准后立即将该章节写入文件。
Phase 3: Production Guides (Sections 5–8)
阶段3:制作指引(第5-8章节)
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.
这些章节将视觉标识转化为具体的制作规则。规则需足够明确,使外包团队无需额外说明即可遵循。
Section 5: Character Design Direction
第5章节:角色设计指引
Agent delegation: Spawn via Task with sections 1–4. Ask: "Define character design direction for this game. Cover: visual archetype for the player character (if any), distinguishing feature rules per character type (how do players tell enemies/NPCs/allies apart at a glance?), expression/pose style targets (stiff/expressive/realistic/exaggerated), and LOD philosophy (how much detail is preserved at game camera distance?)."
art-directorWrite the approved section to file.
Agent委托:通过Task生成 Agent,提供第1-4章节内容。要求:"为此游戏定义角色设计指引。涵盖:玩家角色的视觉原型(如有)、不同角色类型的独特特征规则(玩家如何一眼区分敌人/NPC/盟友?)、表情/姿态风格目标(僵硬/富有表现力/写实/夸张)、LOD(层次细节)设计理念(在游戏相机距离下保留多少细节?)。"
art-director获批准后将该章节写入文件。
Section 6: Environment Design Language
第6章节:环境设计语言
Agent delegation: Spawn via Task with sections 1–4. Ask: "Define the environment design language for this game. Cover: architectural style and its relationship to the world's culture/history, texture philosophy (painted vs. PBR vs. stylized — why this choice for this game?), prop density rules (sparse/dense — what drives the choice per area type?), and environmental storytelling guidelines (what visual details should tell the story without text?)."
art-directorWrite the approved section to file.
Agent委托:通过Task生成 Agent,提供第1-4章节内容。要求:"为此游戏定义环境设计语言。涵盖:建筑风格及其与世界文化/历史的关联、纹理设计理念(手绘风格/PBR/stylized风格——为何为此游戏选择该风格?)、道具密度规则(稀疏/密集——不同区域类型的选择依据是什么?)、环境叙事准则(哪些视觉细节无需文字即可传递故事信息?)。"
art-director获批准后将该章节写入文件。
Section 7: UI/HUD Visual Direction
第7章节:UI/HUD视觉指引
Agent delegation: Spawn in parallel:
- : 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 elements
art-director - : UX alignment check — does the visual direction support the interaction patterns this game requires? Flag any conflicts between art direction and readability/accessibility needs.
ux-designer
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 to let the user decide.
AskUserQuestionWrite the approved section to file.
并行Agent委托:
- :UI视觉风格——嵌入场景式(diegetic)vs屏幕空间式HUD、排版方向(字体个性、字重、尺寸层级)、图标风格(扁平化/轮廓化/插画风格/写实风格)、UI元素动画质感
art-director - :UX一致性检查——视觉风格是否支持游戏所需的交互模式?标记美术风格与可读性/无障碍需求之间的任何冲突。
ux-designer
收集两者的输出。若存在冲突(例如:art-director要求复杂的嵌入场景式UI,但ux-designer指出这会降低战斗可读性),需明确呈现冲突双方的立场。请勿私下解决冲突——使用工具让用户决定。
AskUserQuestion获批准后将该章节写入文件。
Section 8: Asset Standards
第8章节:资产标准
Agent delegation: Spawn in parallel:
- : File format preferences, naming convention direction, texture resolution tiers, LOD level expectations, export settings philosophy
art-director - : Engine-specific hard constraints — poly count budgets per asset category, texture memory limits, material slot counts, importer constraints, anything from the performance budgets in
technical-artist.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), resolve the conflict explicitly — note both the ideal and the constrained standard, and explain the tradeoff. Ambiguity in asset standards is where production costs are born.
Write the approved section to file.
并行Agent委托:
- :文件格式偏好、命名规范方向、纹理分辨率层级、LOD级别预期、导出设置理念
art-director - :引擎特定硬约束——各资产类别面数预算、纹理内存限制、材质插槽数量、导入器约束、
technical-artist文件中的所有性能预算内容.claude/docs/technical-preferences.md
若美术偏好与技术约束存在冲突(例如:art-director要求4K纹理,但性能预算要求移动端使用2K纹理),需明确解决冲突——记录理想标准与受限标准,并解释权衡取舍。资产标准的模糊性会导致制作成本增加。
获批准后将该章节写入文件。
Phase 4: Reference Direction (Section 9)
阶段4:参考方向(第9章节)
Goal: A curated reference set that is specific about what to take and what to avoid from each source.
Agent delegation: Spawn via Task 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."
art-directorWrite the approved section to file.
目标:一套精心筛选的参考资料集,明确说明从每个来源中借鉴什么、规避什么。
Agent委托:通过Task生成 Agent,提供已完成的第1-8章节内容。要求:"为此游戏整理参考方向。提供3-5个参考来源(游戏、电影、美术风格或特定艺术家)。每个来源需包含:名称、明确说明需借鉴的视觉元素(而非'整体美学'——需指明具体技术、色彩选择或构图规则)、明确说明需规避或偏离的内容(以避免'刻意模仿X'的问题)。参考资料需具有互补性——任意两个参考资料的方向不应完全一致。"
art-director获批准后将该章节写入文件。
Phase 5: Art Director Sign-Off
阶段5:美术总监签字确认
Review mode check — apply before spawning AD-ART-BIBLE:
- → skip. Note: "AD-ART-BIBLE skipped — Solo mode." Proceed to Phase 6.
solo - → skip (not a PHASE-GATE). Note: "AD-ART-BIBLE skipped — Lean mode." Proceed to Phase 6.
lean - → spawn as normal.
full
After all sections are complete (or the scoped set from Phase 1 is complete), spawn via Task using gate AD-ART-BIBLE ().
creative-director.claude/docs/director-gates.mdPass: art bible file path, game pillars, visual identity anchor.
Handle verdict per standard rules in . Record the verdict in the art bible's status header:
director-gates.md> **Art Director Sign-Off (AD-ART-BIBLE)**: APPROVED [date] / CONCERNS (accepted) [date] / REVISED [date]审核模式检查——在生成AD-ART-BIBLE前执行:
- 模式 → 跳过。备注:"AD-ART-BIBLE已跳过——Solo模式。" 推进至阶段6。
solo - 模式 → 跳过(非PHASE-GATE)。备注:"AD-ART-BIBLE已跳过——Lean模式。" 推进至阶段6。
lean - 模式 → 正常生成。
full
所有章节完成后(或阶段1指定的范围完成后),通过Task生成 Agent,使用gate AD-ART-BIBLE()。
creative-director.claude/docs/director-gates.md传递信息:美术规范手册文件路径、游戏核心支柱、视觉标识锚点。
根据中的标准规则处理审核结果。将结果记录在美术规范手册的状态页眉中:
director-gates.md> **美术总监签字确认(AD-ART-BIBLE)**: 已批准 [日期] / 有意见(已接受)[日期] / 已修订 [日期]Phase 6: Close
阶段6:收尾
Before presenting next steps, check project state:
- Does exist? → map-systems is done, skip that option
design/gdd/systems-index.md - Does contain a configured engine (not
.claude/docs/technical-preferences.md)? → setup-engine is done, skip that option[TO BE CONFIGURED] - Does contain any
design/gdd/files? → design-system has been run, skip that option*.md - Does exist? → review-all-gdds is done
design/gdd/gdd-cross-review-*.md - Do GDDs exist (check above)? → include /consistency-check option
Use for next steps. Only include options that are genuinely next based on the state check above:
AskUserQuestionOption pool — include only if not already done:
- (skip if systems-index.md exists)
[_] Run /map-systems — decompose the concept into systems before writing GDDs - (skip if engine configured)
[_] Run /setup-engine — configure the engine (asset standards may need revisiting after engine is set) - (skip if any GDDs exist)
[_] Run /design-system — start the first GDD - (skip if gdd-cross-review-*.md exists)
[_] Run /review-all-gdds — cross-GDD consistency check (required before Technical Setup gate) - (include if GDDs exist)
[_] 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 [_] Run /create-architecture — author the master architecture document (next Technical Setup step)[_] Stop here
Assign letters A, B, C… only to the options actually included. Mark the most logical pipeline-advancing option as .
(recommended)Always includeand Stop here as options — these are always valid next steps once the art bible is complete./create-architecture
在展示下一步选项前,检查项目状态:
- 是否存在?→ 若已完成map-systems流程,则跳过该选项
design/gdd/systems-index.md - 中是否已配置引擎(非
.claude/docs/technical-preferences.md)?→ 若已完成setup-engine流程,则跳过该选项[待配置] - 路径下是否存在
design/gdd/文件?→ 若已运行design-system流程,则跳过该选项*.md - 是否存在?→ 若已完成review-all-gdds流程,则跳过该选项
design/gdd/gdd-cross-review-*.md - 是否存在GDD文档(检查上述内容)?→ 包含/consistency-check选项
使用工具展示下一步选项。仅包含基于上述状态检查的真实可行选项:
AskUserQuestion选项池——仅包含未完成的流程:
- (若systems-index.md存在则跳过)
[_] 执行/map-systems——在编写GDD前将概念拆解为游戏系统 - (若已配置引擎则跳过)
[_] 执行/setup-engine——配置引擎(引擎设置完成后可能需要重新审视资产标准) - (若存在任何GDD文档则跳过)
[_] 执行/design-system——启动首个GDD编写 - (若存在gdd-cross-review-*.md则跳过)
[_] 执行/review-all-gdds——跨GDD一致性检查(技术设置gate前需完成) - (若存在GDD文档则包含)
[_] 执行/asset-spec——从获批的GDD生成单资产视觉规范与AI生成提示词 - (若存在GDD文档则包含)
[_] 执行/consistency-check——扫描现有GDD文档,检查是否与美术规范手册的视觉方向冲突 [_] 执行/create-architecture——编写主架构文档(技术设置的下一步)[_] 在此停止
仅为实际包含的选项分配字母A、B、C…。将最符合流程推进逻辑的选项标记为。
(推荐)始终包含与“在此停止”选项——美术规范手册完成后,这两个选项始终有效。/create-architecture
Collaborative Protocol
协作协议
Every section follows: Question → Options → Decision → Draft (from art-director agent) → Approval → Write to file
- Never draft a section without first spawning the relevant agent(s)
- Write each section to file immediately after approval — do not batch
- Surface all agent disagreements to the user — never silently resolve conflicts between art-director and technical-artist
- The art bible is a constraint document: it restricts future decisions in exchange for visual coherence. Every section should feel like it narrows the solution space productively.
每个章节遵循以下流程:提问 → 选项 → 决策 → 起草(来自art-director Agent)→ 批准 → 写入文件
- 未生成相关Agent前,请勿起草任何章节
- 获批准后立即将章节写入文件——请勿批量处理
- 将所有Agent之间的分歧告知用户——请勿私下解决art-director与technical-artist之间的冲突
- 美术规范手册是约束性文档:通过限制未来决策来换取视觉一致性。每个章节应有效缩小解决方案范围。
Recommended Next Steps
推荐下一步
After the art bible is approved:
- Run to decompose the concept into game systems before authoring GDDs
/map-systems - Run if the engine is not yet configured (asset standards may need revisiting after engine selection)
/setup-engine - Run to start authoring per-system GDDs
/design-system [first-system] - Run once GDDs exist to validate them against the art bible's visual rules
/consistency-check - Run to produce the master architecture document
/create-architecture
美术规范手册获批后:
- 执行/map-systems,在编写GDD前将概念拆解为游戏系统
- 若尚未配置引擎,执行/setup-engine(引擎选定后可能需要重新审视资产标准)
- 执行/design-system [首个系统],开始编写单系统GDD文档
- 若存在GDD文档,执行/consistency-check,验证其是否符合美术规范手册的视觉规则
- 执行/create-architecture,生成主架构文档