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Content Creation #design #game

creative-vision

This skill should be used when the user asks about "creative vision", "game vision", "creative direction", "overall feel", "creative pillars", "design intent", "vision alignment", "creative drift", "game identity", "player experience", "emotional design", or discusses establishing the overall creative direction and ensuring implementation matches vision. Provides creative direction framework for holistic project coherence.

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name Creative Vision description This skill should be used when the user asks about "creative vision", "game vision", "creative direction", "overall feel", "creative pillars", "design intent", "vision alignment", "creative drift", "game identity", "player experience", "emotional design", or discusses establishing the overall creative direction and ensuring implementation matches vision. Provides creative direction framework for holistic project coherence. version 1.0.0 Creative Vision Establish and maintain creative coherence by defining core vision and ensuring all disciplines serve it. The Vision Hierarchy Creative Vision (What experience do we create?) │ ┌───────────────┼───────────────┐ ▼ ▼ ▼ Art Vision Sound Vision Tech Vision │ │ │ [Assets] [Audio] [Code] Creative Pillars Define 3-5 non-negotiable experience principles: PILLAR: [Short Name] STATEMENT: [What this means for the player] MANIFESTS AS: - Art: [How art supports this] - Sound: [How sound supports this] - Code: [How mechanics support this] Example: PILLAR: Atmospheric Dread STATEMENT: Players should feel isolated and vulnerable MANIFESTS AS: - Art: Dark palettes, obscured vision, decay - Sound: Sparse, ambient, silence as tool - Code: Limited resources, no map, permadeath Experience Promise One-paragraph core experience: In [GAME], players experience [CORE EMOTION] through [PRIMARY MECHANIC]. The world evokes [ATMOSPHERE] while players [CORE VERB]. Success feels like [SUCCESS EMOTION] and failure teaches [FAILURE LESSON]. Vision Document Sections Experience Promise - One paragraph Creative Pillars - 3-5 with manifestations Emotional Journey - Start → Early → Mid → Late → End Target Audience - Primary, Secondary, Not For Reference Works - Games, films, art with aspects to draw Anti-Patterns - What to explicitly avoid Vision Alignment Check For any work, map to pillars: Supports - Actively reinforces Neutral - Doesn't affect Conflicts - Works against (drift indicator) Ask: Does this reinforce the experience promise? Evoke intended emotions? Suit the audience? Detecting Creative Drift Warning signs: Style inconsistency with established work Emotional tone mismatch Features that don't serve pillars Scope changes without pillar review Response: Acknowledge → Trace origin → Evaluate (evolution vs loss?) → Decide → Document Director Coordination Situation Primary Director New feature Creative Asset review Art/Sound Performance issue Tech Milestone review Creative + All Store vision in .studio/creative-direction.md . References references/pillar-design.md - Crafting effective pillars references/emotional-design.md - Designing emotional experiences
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nameSkill name
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descriptionDescription
categoryCategories (array)
trigger_wordsTrigger words
tagsTags
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model_configModel config: provider / model / temperature / max_tokens / top_p
examplesExamples
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