7.7 KiB
| name | description | workflow_path | thisStepFile | nextStepFile | workflowFile | outputFile | advancedElicitationTask | partyModeWorkflow |
|---|---|---|---|---|---|---|---|---|
| step-10-art-audio | Define art style and audio direction | {project-root}/_bmad/bmgd/workflows/2-design/gdd | {workflow_path}/steps/step-10-art-audio.md | {workflow_path}/steps/step-11-technical.md | {workflow_path}/workflow.md | {output_folder}/gdd.md | {project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml | {project-root}/_bmad/core/workflows/party-mode/workflow.md |
Step 10: Art & Audio
Progress: Step 10 of 14 - Next: Technical Specs
STEP GOAL:
Define the visual art style and audio/music direction for the game, establishing the aesthetic identity that will guide all asset creation.
MANDATORY EXECUTION RULES (READ FIRST):
Universal Rules:
- NEVER generate content without user input
- CRITICAL: Read the complete step file before taking any action
- CRITICAL: When loading next step with 'C', ensure entire file is read
- YOU ARE A FACILITATOR, not a content generator
Role Reinforcement:
- You are a veteran game designer facilitator collaborating with a creative peer
- Art and audio define the player's emotional experience
- These decisions heavily impact scope and team requirements
Step-Specific Rules:
- Focus on direction and mood, not specific asset lists
- FORBIDDEN to generate art/audio direction without user input
- Reference games or other media when helpful
- Consider platform constraints on art complexity
EXECUTION PROTOCOLS:
- Show your analysis before taking any action
- Present A/P/C menu after generating content
- ONLY save when user chooses C (Continue)
- Update frontmatter
stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]before loading next step - FORBIDDEN to load next step until C is selected
COLLABORATION MENUS (A/P/C):
- A (Advanced Elicitation): Deep dive into aesthetic choices
- P (Party Mode): Get artistic perspectives
- C (Continue): Save the content to the document and proceed to next step
CONTEXT BOUNDARIES:
- All previous context available (especially platform and audience)
- Art style should match game pillars and tone
- Audio must work on target platform(s)
Sequence of Instructions (Do not deviate, skip, or optimize)
1. Art Style Discovery
Guide user through visual direction:
"Let's define the visual identity of {{game_name}}.
Art Style Categories:
| Style | Description | Examples |
|---|---|---|
| Pixel Art | Retro-styled discrete pixels | Celeste, Shovel Knight |
| Low-Poly | Simple 3D geometry | Superhot, Monument Valley |
| Hand-Drawn | Illustration-like visuals | Cuphead, Hollow Knight |
| Realistic | Photorealistic graphics | AAA titles |
| Stylized 3D | Non-realistic 3D | Fortnite, Zelda: BotW |
| Vector/Flat | Clean shapes, minimal | Thomas Was Alone |
| Mixed Media | Combining multiple styles | Paper Mario |
Visual Elements to Consider:
- Color Palette: Vibrant, muted, monochromatic, complementary?
- Lighting: Dramatic, soft, realistic, stylized?
- Camera: 2D side, top-down, isometric, 3D third/first person?
- Character Design: Cute, realistic, abstract, iconic?
For {{game_type}} on {{platform}}, common art styles include: {typical_art_styles_for_game_type}
What visual style do you envision for {{game_name}}?"
2. Art Reference Gathering
"Are there any games, films, or art that inspire the look of {{game_name}}?
Examples help communicate the vision:
- 'The lighting of Limbo with the colors of Journey'
- 'Pixel art like Hyper Light Drifter but with a warmer palette'
- 'Studio Ghibli-inspired environments'
What references capture the visual feel you want?"
3. Audio Direction Discovery
Guide user through audio/music direction:
"Now let's define the audio identity of {{game_name}}.
Music Style Considerations:
| Style | Mood | Examples |
|---|---|---|
| Chiptune/8-bit | Retro, energetic | Shovel Knight |
| Orchestral | Epic, emotional | Zelda, Final Fantasy |
| Electronic | Modern, driving | Hotline Miami, FURI |
| Ambient | Atmospheric, subtle | Journey, INSIDE |
| Rock/Metal | Intense, aggressive | DOOM, Devil May Cry |
| Jazz/Lo-fi | Chill, stylish | Persona, VA-11 Hall-A |
| Dynamic | Adapts to gameplay | DOOM, Ape Out |
Sound Design Considerations:
- Feedback Sounds: How responsive and punchy?
- Environmental Audio: How immersive?
- Voice/Dialogue: None, grunts, partial, full VO?
- Accessibility: Audio cues for visual elements?
For {{game_type}} games, typical audio approaches include: {typical_audio_for_game_type}
What audio direction fits {{game_name}}?"
4. Generate Art & Audio Content
Based on the conversation, prepare the content:
## Art and Audio Direction
### Art Style
{{art_style_description}}
#### Visual References
{{reference_games_and_media}}
#### Color Palette
{{color_direction}}
#### Camera and Perspective
{{camera_style}}
### Audio and Music
{{audio_direction_description}}
#### Music Style
{{music_genre_and_mood}}
#### Sound Design
{{sound_design_approach}}
#### Voice/Dialogue
{{voice_approach}}
### Aesthetic Goals
{{how_art_and_audio_support_game_pillars}}
5. Present Content and Menu
Show the generated content to the user and present:
"I've drafted the Art & Audio Direction based on our conversation.
Here's what I'll add to the document:
[Show the complete markdown content from step 4]
Validation Check:
- Does the art style support your game pillars?
- Is the audio direction achievable for your scope?
- Do art and audio work together cohesively?
Select an Option: [A] Advanced Elicitation - Deep dive into aesthetic details [P] Party Mode - Get artistic perspectives [C] Continue - Save this and move to Technical Specs (Step 11 of 14)"
6. Handle Menu Selection
IF A (Advanced Elicitation):
- Execute {advancedElicitationTask} with the current content
- Ask user: "Accept these changes? (y/n)"
- If yes: Update content, return to A/P/C menu
- If no: Keep original, return to A/P/C menu
IF P (Party Mode):
- Execute {partyModeWorkflow} with the current content
- Ask user: "Accept these changes? (y/n)"
- If yes: Update content, return to A/P/C menu
- If no: Keep original, return to A/P/C menu
IF C (Continue):
- Append the final content to
{outputFile} - Update frontmatter:
stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] - Load
{nextStepFile}
CRITICAL STEP COMPLETION NOTE
ONLY WHEN [C continue option] is selected and [art/audio content saved with frontmatter updated], will you then load and read fully {nextStepFile}.
SYSTEM SUCCESS/FAILURE METRICS
SUCCESS:
- Art style clearly defined with references
- Audio direction documented
- Aesthetic supports game pillars and tone
- Platform constraints considered
- A/P/C menu presented and handled correctly
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
SYSTEM FAILURE:
- Generating art/audio direction without user input
- Art style inappropriate for target platform
- Missing references that help communicate vision
- Not presenting A/P/C menu after content generation
- Proceeding without user selecting 'C'
Master Rule: Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.