Game Art Bible Template: Filled In With a Real Game

A complete game art bible, filled in for a real game with measured hex values, saturation bands and canvas sizes — plus a blank template you can copy for your own project in about an hour.

Sector Scavengers Signal and Salvage title art, the game whose art bible fills in this template
Sector Scavengers: The game this template is filled in for. Every rule was written against its art.

We didn't write this art bible and then make the art for it. We used Makko like a living mood board to create the art first, all of it inside a single Makko collection, which binds the game's look, feel and style together for consistency. Afterwards we measured what we had and wrote it down.

That order is worth stating. Building a mood board is usually the first thing an artist does before writing an art bible, and Makko is where we did that exploration. We had 123 finished assets before anyone wrote a word, so nothing below is a guess. Every number here describes art that already exists. There's a blank version at the bottom if you want to do the same for your own game.

If you want the reasoning behind the rules rather than a finished example, that's the companion piece: how to write a game art bible.

Most art bible templates fail the same way. They give you the right headings and then let you write adjectives underneath them. "Palette: warm, gritty." "Level of detail: medium." You can't hold either of those up against a finished asset and get an answer out of it. A rule you can't check is really just a preference, and preferences don't survive a second artist, a freelancer, or a model that renders your character another forty times.

Every rule here is written so you can answer it yes or no with the file open in front of you.
Sector Scavengers Signal and Salvage title art with the game logo in cyan over a deep navy starfield
Sector Scavengers: Signal & Salvage. The rules below were written against this game's shipped art, not invented for the article.

See the pipeline first

An art bible describes what the art has to be. The video below shows how it actually gets made: concept art, reference sheet, animations, baked sprite sheet, then the character running in a game. Watch it if you want the production context. Skip it if you're here for the template.

The full pipeline, start to finish, in about three and a half minutes.

How the numbers in this document were produced

Saturation and value figures below were measured, not estimated. Each asset was decoded, downsampled to 192×192, converted to HSV, and averaged across every pixel above 200 alpha. Character measurements exclude the white studio background. Palette hexes come from a 16-step quantization of the same images, ranked by pixel share.

It matters because there's a real difference between telling someone "the characters should pop" and giving them a number they can hit. If you build your own from the template below, measure your own art rather than borrowing ours. The method is the part worth copying.

0. Ownership and version

FieldValue
GameSector Scavengers: Signal & Salvage
DocumentArt bible v1.1
OwnerArt lead. One named person. Changes go through them.
Master copyThe Sector Scavengers Cohesive collection in Makko. The collection is the bible's source of truth; this document describes it.
ScopeCrew, ships, salvage props, room backgrounds, cards, HUD and icons.
Last reviewedAgainst 125 shipped assets.

An art bible with no named owner turns into a wiki page nobody enforces. Fill this row in first.

1. The visual target

Three pillars. Each is phrased so an asset can fail it.

PillarWhat it meansHow an asset fails it
Cute crew, hostile sectorThe characters are round, bright and readable. Everything they move through is dim, worn and slightly too big for them.A crew member rendered grim, or a room rendered cheerful.
Salvage, not shineShips and props are patched, dented, mismatched. Nothing in the sector looks factory-new except the crew's own suits.A clean, unweathered hull or prop.
Read it in one secondAt the size it ships, a player should identify who and what before reading any text.Two crew members you can't tell apart at 64px.
Tie-breaker: readability beats mood. When a rule below would make something harder to identify, the rule loses.

That tie-breaker line does a lot of work and almost no template asks for one. 0 A.D.'s Art Design Document handles it in eight words: "Gameplay trumps Realism when the two topics disagree."

Where each of these rules actually goes
A filled-in art bible is not a prompt. Most of it never gets typed into a prompt box at all, and typing it there usually makes the output worse rather than better.
Rule typeWhere it lives
Look, feel, style, palette, line, renderingCollection settings. Set once at the top and inherited by everything made inside it
View, angle, framing, canvas sizeThe controls. Concept art already has a front setting. Restating it in words fights the tool
What this particular asset isThe prompt. Silhouette, outfit, materials, hardware — the part that makes this asset itself
Everything elseThe review checklist. Things you check after generating, not instructions you send

The rule of thumb: if a control already sets it, don't say it again in words. A prompt that repeats a dropdown is a prompt arguing with the tool, and the tool is also expanding your prompt behind the scenes with detail you didn't write. Overriding that with your own phrasing throws away the part you didn't have to do.

This is the difference between a bible that helps and a bible that gets in the way. The document exists so a human can check work and brief other people. It is not a script to be pasted.

2. The non-negotiables

These six are repeats from further down. They're up here because they're the ones people break. Read this section before every asset. The rest you only need once.

  1. Crew are roughly twice as saturated as everything else. Characters land near 50% mean saturation; rooms, ships and props near 24%.
  2. The suit carries the identity. The face never does. Every face plate is #c080e0 purple with glossy eyes.
  3. Every asset has a black outline that survives to the smallest size it ships at.
  4. Canvas size is set by asset class. 1024×1024 crew, 512×512 props and ships, 1920×1080 rooms.
  5. Rooms sit below the crew in value and saturation. Always. The room is scenery.
  6. Nothing in the sector is new. If it doesn't read as used, it isn't finished.

3. Canvas, scale and framing

Asset classCanvasBackgroundFraming
Crew character1024 × 1024Solid white, no shadowFull body, front view — the concept art default. Feet on an implied baseline, arms clear of the torso
Ship / salvage prop / icon512 × 512Transparent PNGCentered, three-quarter from slightly above, 8–12% margin on every side
Room background1920 × 1080Opaque, full bleedEye level, flat-on, no vanishing point drift. The playable band is the lower two thirds
Card art1485 × 2036 portraitOpaque, framedSubject centered in the upper two thirds, lower third reserved for the text plate
UI chassis (frame, button, panel)Native, transparent PNGTransparentNine-slice safe: corners must survive being stretched on the middle edges
The drift this table exists to stop
Of nine shipped room backgrounds, three are 1920×1080, two are 2560×1440 and two are 1536×1024. Nobody decided that. It happened one asset at a time, and by the time anyone noticed we were rescaling backgrounds in the engine instead of shipping. Write the canvas number down before the second asset, not after the ninth.

4. The color system

4.1 The saturation contract

Everything else on this page leans on this one. Two things are worth keeping apart, though: what we measured, and what you should aim at.

LayerMean saturationMean valueMeasured on
Crew42–56% (mean 49.5%)48–61%Ruby, Marge, Lucas, Roger
Ships and salvage props21–25%49–57%Junker, three derelict hulls, debris pile
Room backgrounds15–31% (mean 24%)25–77%Nine shipped rooms

Those are measurements, not targets. Nobody set out to hit 49.5%. The collection produced it and we measured it afterwards. What is worth copying is the gap, not the figures.

A crew member has to measure at least twice the mean saturation of the room they're standing in. If they don't, desaturate the room. Don't brighten the character.

The second half matters more than the first. When a character disappears into a background the instinct is to push the character, and if you keep doing that you end up with a cast of neon fighting itself. Pull the room down instead. There's far more headroom at the bottom of the saturation range than at the top.

One open divergence
Biff and Yuri were re-rendered after this band was measured, so they were not part of it. Yuri lands inside the band at 47.8%. Biff measures 61.5%, above the 42–56% ceiling, and is queued for a re-render. The band describes the cast that produced it; it does not get widened to accommodate a new asset.

4.2 Crew identity colors

Each crew member owns a suit hue. At small sizes it's the only thing telling them apart, so treat it as reserved. Two crew members can't share one.

CrewSuitFace plateSilhouette note
Yuri#7070d0 indigo, #5040a0 shadow#c080e0 purpleBackpack canister, chest readout, strapped ankles
Ruby#d03020 red, #902020 shadow#c080e0 purpleNarrow shoulders, ribbed torso
Marge#904050 rose over #ffc0c0#c080e0 purpleTallest helmet, softest edges
Biff#3090f0 cerulean, #2060b0 shadow#c080e0 purpleRibbed collar ring, coiled cable, heavy boots
Lucas#f09040 orange with #f0e090 trim#c080e0 purpleSplit-tone suit, angled visor
Roger#d05030 red-orange#c080e0 purpleCompact, minimal hardware

Crew — identity huesSector Scavengers · Signal & Salvage

Plate 03 · v1.1
Owner: Tony Valcarcel, art lead
Hues measured off shipped art
The rule

One hue per crew member, never shared. The face plate is the constant — it never carries identity, which is what frees the suit to be loud.

The cast
Ruby, a chibi astronaut in a red suit with a purple face plate
Ruby
#d03020 · 5.5°
Roger, a chibi astronaut in a red-orange suit with a purple face plate
Roger
#d05030 · 12.0°
Lucas, a chibi astronaut in an orange suit with a purple face plate
Lucas
#f09040 · 27.3°
Marge, a chibi astronaut in a rose suit with a purple face plate
Marge
#904050 · 348.0°
NEWBiff, a chibi astronaut in a cerulean blue suit with a purple face plate
Biff
#3090f0 · 208.0°
NEWYuri, a chibi astronaut in an indigo suit with a purple face plate
Yuri
#7070d0 · 240.0°
Where they sit on the wheel
Marge 348°Ruby 5.5°Roger 12°Lucas 27.3°Biff 208°Yuri 240°
Ruby 5.5° · Roger 12° · Lucas 27.3° · Biff 208° · Yuri 240° · Marge 348°

Four crew were packed into 39° of warm, and Biff sat 0.5° from Lucas — a shared hue by any honest reading. The two replacements went into the widest empty arcs: 32° apart from each other, and clear of brass, mint, signal cyan and the HUD blue.

Biff v1, an orange suit with a blue face plateYuri v1, a yellow suit with a blue face plate
Retired — Biff v1, Yuri v1

Both wore blue #60c0f0 face plates with flat cartoon eyes while the other four wore purple plates with glossy eyes. Two treatments meant the face was quietly carrying identity after all. Blue plates are out of the palette: every crew member is #c080e0, glossy.

Every color on this plate comes from the palette it documents. Signal cyan appears exactly once, per its own rule.Plate 03
Face plates use one color, #c080e0 purple, with glossy eyes. Never the suit color.

That one constraint does more than it looks like it does. Because nobody is using the face to tell characters apart, the suits are free to be as loud as they want without the cast splitting into six unrelated designs. Drop it and every crew member turns into a separate color study.

4.3 World and UI palette

The sector is mauve, plum and brass. The crew is warm and saturated. Those two ranges don't trade places.

#907090
UI chassis
#806080
chassis shadow
#403040
plum dark
#302030
plum darkest
#d0b070
brass bolt
#709080
mint bevel
#002060
HUD screen
#a0ffff
signal cyan
RoleHexWhere it may appearWhere it may not
UI chassis#907090Card holders, buttons, HUD housings, panel edgesOn a character, ship or salvage prop
Chassis shadow#806080 / #403040Bevels and recesses inside UI partsAs a flat fill anywhere
Brass#d0b070Bolts, rivets, corner hardwareLarge surfaces. Brass is punctuation
Mint bevel#709080The inner lip of every UI frameOutside UI
HUD screen#002060Live readouts and scan displays onlyStatic decoration
Signal cyan#a0ffffThe logo, and anything demanding a click right nowMore than one element on screen at a time
Signal cyan is the loudest color in the game and it means "act on this." Use it once per screen. A second cyan element cancels the first.
A mauve riveted metal card holder with brass corner bolts and a mint inner bevel
Card holder
A wide mauve metal UI button with brass bolts and a scratched gray face
Button
A mauve metal HUD housing containing a deep blue display screen
HUD panel

Three different components, one chassis language: mauve plate, brass corner bolts, mint inner bevel, scratched gray inset. That didn't come out of careful prompting. It came out of writing the role table down first.

5. Line, edge and rendering

RuleSpecCheck
OutlineBlack or near-black, closed, unbroken around the exterior silhouetteZoom to 400%. Trace the outside edge. Any gap fails.
Outline weightScales with canvas: heavier on 1024 crew, lighter on 512 props, so both read the same at ship sizeShrink to ship size side by side. The lines should look equally heavy.
Interior linePresent but lighter than the exterior lineThe silhouette edge must be the darkest line in the asset.
RenderingFlat base color, one shadow step, one highlight step. Soft airbrush gradients are out.Count the tones in one material region. More than four, simplify.
Detail floorAnything smaller than a crew member's hand is implied by color, not drawn as a shapeIf a detail vanishes into mush at ship size, it should not have been a shape.

The detail-floor rule is borrowed straight from 0 A.D., which says nothing smaller than a human hand gets modeled. It gets textured instead. Ported to 2D, it's the fastest way to stop someone spending an hour on rivets nobody will ever see.

6. Light and shadow

RuleSpec
Key light on charactersUpper left, from the artist's point of view, not the character's. Say it out loud in reviews. It's the argument an art bible prevents most often.
Character shadowNone baked into the 1024 portrait. The engine casts it. A baked shadow doubles up in game.
Room lightMotivated and visible in frame: a window, a strip light, a screen. Rooms are lit from inside the fiction.
Room contrastDeepest darks in the corners, lightest values in the upper third. The playable band stays mid-value so crew read against it.
EmissiveOnly screens, thrusters and hazard strips emit. Nothing else glows.
A pale lavender spacecraft corridor interior
Corridor — V75, S15
A pale blue mess hall interior with tables and lighting
Mess hall — V77, S28
A dim mauve ship bridge with a cracked viewscreen
Bridge — V51, S22

Three rooms, three brightness levels, one saturation band. The corridor and mess hall are bright, the bridge is dim, and all three sit well below the crew in saturation. That's why a character reads instantly in any of them without the rooms needing to look alike.

7. Crew specification

PropertySpec
ProportionRoughly three heads tall. Helmet is the largest single form.
PoseNeutral, symmetrical, arms clear of the torso, legs slightly apart. Nothing occluded.
FaceFlat #c080e0 plate, no rendered skin texture, glossy eyes with a highlight. One treatment, six of six crew. The face is the constant, so it never tells you who you are looking at.
Suit hardwareChest pack, collar ring, boots. Each crew member varies one of the three, never all three.
ReservedOne suit hue per crew member, listed in section 4.2. Adding a seventh crew member means claiming an unused hue first.
A real divergence, kept in on purpose
Munch (below, left) is 512×512 where the rest of the crew are 1024×1024, and renders a photographic human face where every other crew member has a flat color plate. It predates the rule in section 4.2. We left it in rather than quietly fixing it, because this is the whole reason to write one of these down. Drift like that is invisible while you're making assets one at a time and completely obvious the second you line them up.
A scavenger character with a rendered human face in a sage green suit
Munch — 512×512, photographic face
Ruby, a chibi astronaut in a red suit with a purple face plate
Ruby — 1024×1024, flat plate
A mint and orange robot character wearing a party hat
BirthdayBot — non-crew, exempt

8. Ships, salvage and props

PropertySpec
Canvas512 × 512, transparent PNG
AngleThree-quarter from slightly above. Consistent across the whole set.
Saturation21–25%. Never enters the crew band.
WearMandatory. Panel gaps, mismatched plating, scoring around thrusters.
AccentOne saturated accent per hull, usually the thruster. It's the only place a prop gets to approach crew saturation.
A rounded teal derelict ship hull with pink thrusters
Derelict — common
A pale blue derelict fighter with a dish antenna
Derelict — rare
An angular gray-green military fighter hull
Derelict — epic

One thing we only noticed afterwards: across the shipped derelicts, the silhouette gets more angular as rarity rises. Rounded at common, winged at rare, hard-edged and military at epic. A player can learn that ladder without reading a single label. Right now it's an accident of three assets, which is a thin sample, but it's the kind of accident worth writing down before it stops being true.

A scavenger figure in a patched teal and orange suit with goggles
Salvage junker
A pile of teal and rose colored spacecraft debris
Debris pile
A teal and rose handheld power cell device
Power cell

9. Room backgrounds

PropertySpec
Canvas1920 × 1080, opaque
CameraEye level, flat-on. No perspective drift between rooms, since they have to cut together.
Playable bandLower two thirds. Nothing structurally important above it.
Saturation ceiling31%. Hard limit. This is what protects the crew.
Set dressingEvery room shows at least one piece of visible wear and one working light source.
A rose-lit cryo bay with rows of sleep pods
Cryo bay
A teal and pink corridor with decorative paneling
Deco corridor
A dim mauve cargo hold interior
Dark hold

10. UI, HUD and cards

Most art bibles skip this section, and it causes more rework than any other. Interface art runs into gameplay art constantly. Put a HUD in the crew's saturation band and it'll fight the crew for the rest of the project.

RuleSpec
ChassisMauve #907090 plate, brass #d0b070 corner bolts, mint #709080 inner bevel, scratched gray inset. Every frame, button and panel.
Screens#002060 only. If it is that blue, it is live data.
AttentionSignal cyan #a0ffff, one element per screen.
Value limitsNo pure black and no pure white in UI. Both are reserved: black for outlines, white for the character studio background.
Card layoutSubject in the upper two thirds, text plate in the lower third, frame unbroken on all four sides.
Nine-sliceCorners are fixed art. Only the middle edges may stretch.
A Sector Scavengers ship scan card showing a crew member inside a mauve riveted frame with a gray text plate at the bottom
A ship-scan card: chassis frame, subject in the upper two thirds, text plate reserved below.

The no-pure-values rule is lifted from Riot's public VFX style guide for League of Legends, which advises avoiding the extremes of 0 and 100 and leaning on the mid-range, so an effect always has somewhere left to go when it needs to read louder than the one beside it. It looks like a color rule but it's really a systems rule, and it shows up in far fewer art bibles than it should.

11. Animation

RuleSpec
SourceEvery animation is generated from the character's saved reference sheet, never from a single concept image. One source of truth per character.
Setidle, walk, run, jump, attack, cast, take damage, die.
LoopFirst frame identical to last, except death.
Frame budgetLoops 6–10 frames. Attacks 8–12 with visible anticipation and recovery.
SizingAll animations for one character bake at identical frame dimensions. Pick the correct one, make it the reference, match the rest to it.
Mirror safetySprites flip horizontally in game, so asymmetric hardware (a pack on one shoulder, an antenna on one side) will swap sides when the character turns. Keep the hardware symmetrical or accept the flip.
The mirror rule catches a whole class of bug you will never see in the art tool and will absolutely see in the first ten seconds of play.

12. Readability tests

Three procedures with pass conditions. Run all three before an asset is accepted.

TestProcedurePass condition
SilhouetteFill the asset 100% black. Show it to someone on the team.They name it correctly in under three seconds.
Ship sizeScale to the size it appears in game. Sit back to normal viewing distance.You can still tell which crew member it is.
In situComposite the asset onto the darkest room and the brightest room.It reads clearly against both, with no adjustment.

The in-situ test is the one that catches saturation failures. Run it against your two extremes rather than some mid-tone room, since anything that holds up at both ends will hold up everywhere in between.

13. Do and don't

DoDon't
Desaturate the room until the crew separatesBrighten the crew until they separate
Give each crew member one reserved suit hueTint a face plate to match its suit
Keep the outline closed at ship sizeLet interior lines outweigh the silhouette edge
Weather every hull and propShip a clean, undamaged surface anywhere in the sector
Use signal cyan once per screenScatter cyan across a HUD as decoration
Bake every animation from the reference sheetAnimate from a concept image because it was closer to hand
Set the canvas size before the second assetDiscover at asset forty that three sizes are in circulation

Name your failure modes and reviewers can point at them in one word. The Minecraft community style guide is good at this, with its own vocabulary for shading mistakes: banding, pillow shading, pancake shading, mixels. Build your own list as you catch things. It's much easier to fix a mistake that has a name.

14. Files and naming

RuleSpec
FormatPNG with alpha for anything composited. WebP acceptable for opaque backgrounds.
NamingSS-[Class]-[Name]-[Variant], so for example SS-Character-Yuri, SS-Prop-Card-Holder, SS-Background-Hallway-Middle. Class first so the folder sorts by type.
StructureOne collection per game. Sub-collections per asset class. One sub-collection per character inside the character class.
Source retentionKeep the concept art and the reference sheet every animation was built from. They are the only way to regenerate consistently later.

15. Review checklist

Every line here is answerable without opening the rest of the document, which is why this is the part that actually gets used.

  • Correct canvas size for the asset class?
  • Correct background — white for crew, transparent for props, opaque for rooms?
  • Saturation inside the band for its layer?
  • If it's a crew member: reserved suit hue, and a #c080e0 face plate with glossy eyes?
  • Closed black outline, heavier than every interior line?
  • Four tones or fewer per material region?
  • Key light upper left, from the artist's point of view?
  • No baked shadow on a character?
  • Wear present on every hull and prop?
  • No pure black or pure white in UI?
  • At most one signal-cyan element on screen?
  • Passes the silhouette test?
  • Passes the ship-size test?
  • Passes the in-situ test against the darkest and brightest rooms?
  • Named to the convention?
  • Source concept art and reference sheet retained?

16. Changelog

VersionChangeReason
1.0Initial document written against 123 shipped assets
1.0Face plates restricted to two colorsCast was fragmenting as suit hues multiplied
1.0Room saturation ceiling set at 31%Measured from the nine shipped rooms, so it just writes down what was already true
1.0Room canvas fixed at 1920×1080Three sizes were in circulation
1.1Face plates cut from two colors to one, #c080e0 purple with glossy eyesTwo treatments meant the face was carrying identity, which is the one job the rule says it must not do
1.1Biff reassigned to #3090f0, Yuri to #7070d0Biff sat 0.5° from Lucas on the hue wheel, so the reserved-hue rule was being broken by the art it describes

Without a changelog the document quietly drifts away from the art it's supposed to describe. One line per change, and always include the reason.

The blank template

Copy the block below into whatever your team already uses. A doc, a wiki page, a README, it doesn't matter. Fill it in against art you've already made rather than art you're planning to make. The rules that hold up are the ones you can point at.

If a line still contains an adjective when you finish, it isn't done. Replace it with a number, a hex value, a direction, or a pair of images.
# [GAME NAME] — Art Bible v0.1

## 0. Ownership
Owner:              [one named person]
Master files:       [where the source art lives]
Last reviewed:      [date] against [n] shipped assets

## 1. Visual target
Pillar 1:           [statement an asset can fail]
Pillar 2:           [statement an asset can fail]
Pillar 3:           [statement an asset can fail]
Tie-breaker:        When two pillars disagree, [X] wins.

## 2. Non-negotiables  (fill in LAST, from the rules people keep breaking)
1. 
2. 
3. 
4. 
5. 

## 3. Canvas, scale and framing
| Asset class | Canvas | Background | Framing |
|---|---|---|---|
| Character   | [px]   | [color/alpha] | [angle, pose, margin] |
| Prop        | [px]   |               |                       |
| Background  | [px]   |               |                       |
| UI          | [px]   |               |                       |
Real-world scale:   [n] px = [n] meters / [n] feet

## 4. Color
Measured saturation and value, per layer:
| Layer      | Mean saturation | Mean value | Measured on |
|---|---|---|---|
| Characters |  |  |  |
| Props      |  |  |  |
| Backgrounds|  |  |  |
Separation rule:    [e.g. characters carry 2x the saturation of backgrounds]

Color roles:
| Role | Hex | May appear | May NOT appear |
|---|---|---|---|
| Primary        | # |  |  |
| Attention      | # |  |  |
| UI chassis     | # |  |  |
| Shadow         | # |  |  |
Forbidden:          [e.g. no pure black, no pure white, no unshifted grays]

Per-character reserved colors:
| Character | Identity color | Constant element | Silhouette note |
|---|---|---|---|
|  |  |  |  |

## 5. Line, edge and rendering
Outline color:      [hex]
Outline weight:     [px, and how it scales by canvas]
Interior lines:     [lighter / same / absent]
Tones per material: [max n]
Detail floor:       Anything smaller than [real object] is color, not shape.

## 6. Light and shadow
Key light:          [direction], from the ARTIST'S point of view
Shadow color:       [hex] at [n]% opacity
Baked shadows:      [yes / no — and why]
What may emit:      [list]

## 7. Per-class specs  (one block per asset class)
### [Class]
Canvas:             
Pose / angle:       
Budget:             [frames / colors / px]
Rules unique to this class:
  - 
  - 

## 8. Animation
Source of truth:    [reference sheet / rig / other]
Required set:       [idle, walk, run, ...]
Frame budget:       [n per loop, n per action]
Loop rule:          [first frame = last, except ...]
Mirror safety:      [symmetrical hardware required? yes/no]

## 9. Readability tests
Silhouette test:    Fill 100% black. Pass = [condition]
Ship-size test:     Scale to [px]. Pass = [condition]
In-situ test:       Composite on [lightest] and [darkest]. Pass = [condition]

## 10. UI
Chassis:            
Typography:         [font per role]
Attention color:    [hex], [n] element(s) per screen
Value limits:       
Nine-slice:         [which regions may stretch]

## 11. Do / Don't
| Do | Don't |
|---|---|
|  |  |
Named failure modes: [your team's one-word vocabulary for recurring mistakes]

## 12. Files and naming
Format:             
Naming convention:  
Folder structure:   
Source retention:   

## 13. Review checklist
[ ] 
[ ] 
[ ] 

## 14. Changelog
| Version | Change | Reason |
|---|---|---|
| 0.1 | Created |  |

Real art bibles worth reading

Almost nobody publishes theirs. These are the ones that are actually public, actually detailed, and worth an hour of your time. Every rule above owes something to one of them.

DocumentWhoWhy it's worth reading
Art Design DocumentWildfire Games, 0 A.D.The most complete one anybody has published. Thirty sections, real budget tables scaled by gameplay importance, a stated tie-breaker, and a detail floor expressed as a real-world object.
Liberated Pixel Cup style guideOpenGameArt / Mozilla / FSFCamera angle in degrees, shadows as a hex plus an opacity, hue-shift stated as an instruction, and a closing section of the rules people keep breaking.
Ultica style guideCataclysm: Dark Days AheadThe shortest and most checkable of the lot. Every heading is the rule itself, and each one names the failure it prevents.
Creating Unit ArtBattle for WesnothExact canvas, exact baseline, a minimum shade count per material, and the light-direction disambiguation every team argues about.
League of Legends VFX style guideRiot GamesThe best public document to come out of a large studio. It sets a primary-versus-secondary hierarchy inside a single asset and pushes the whole palette off the extremes of the value range.
Visual Style GuideRevolutionary Games, ThriveA rare example with a real UI section, named fonts by role, and a visible last-edited date.

Frequently asked questions

What is a game art bible?
A single document that pins down the checkable visual rules of a game: canvas sizes, color roles and hex values, line and lighting rules, specs per asset class, and the tests an asset has to pass before it ships. Its job is keeping work made weeks apart, or by different people, looking like it belongs in one game.

Can you show me an example of a filled-in art bible?
The whole first half of this page is one, for Sector Scavengers: Signal & Salvage. Real hex values, measured saturation bands, real canvas sizes, and the art each rule was written against. The blank version is further down if you'd rather fill in your own.

What's the difference between an art bible and a style guide?
In games the two get used interchangeably and it isn't worth arguing about. Where people do draw a line, a style guide covers the look and an art bible adds the production rules around it: canvas sizes, budgets, naming, delivery format, and who signs off. This one is the second kind.

What should a game art bible include?
At minimum: ownership and version, a visual target with a tie-breaker, canvas and scale by asset class, a color role table with hex values, line and lighting rules, one spec block per asset class, animation rules, readability tests, a do-and-don't section, file naming, and a review checklist. Sections that only contain adjectives are worse than absent.

Do indie teams and solo devs need one?
A solo dev needs one more than a studio does, just a much shorter one. A studio has an art director enforcing consistency in review. A solo dev has memory, which is worse. The version of you making asset forty has forgotten what the version making asset one decided. Two pages is plenty.

How long should an art bible be?
Short enough that people read it. Eight filled sections beat sixteen half-empty ones, and an unfilled heading in a shipped document teaches everyone that the whole thing is optional.

When should I write one?
After roughly your first ten assets and before your fortieth. Any earlier and you're guessing at the rules. Much later and you're writing a document that contradicts art you've already shipped. Write it by measuring what you've made so far, then work out which parts were accidents.

Why do art bibles drift out of date?
Because nothing forces the document to change when the art does. Two fixes: name one owner, and keep a changelog with a reason column. If you can't state the reason for a rule, delete the rule.

Does an art bible still matter if the art is AI-generated?
It matters more. A generator will happily give you forty plausible versions of your character, each one internally consistent and none of them agreeing with the others. Written rules are what turn that pile into a decision you can actually make: which sheet to keep, which room to desaturate, which canvas to bake at.


Every asset in this document was made in Makko. Collections handle the consistency part for you. Set the style once and the characters, props, backgrounds and animations made inside it inherit it. The art bible handles the rest, which is writing the decisions down so they're still there at asset forty.

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