- Taste is decided; craft is checked. Creative calls are made once and written down; everything after that is a verdict with a reason, open to being overruled.
- The character lives in the reference, not the words. Every brief attaches the image to keep and says only what to change, and the prompt names its attachments so a wrong one is obvious before it runs.
- One design per prompt. A sheet of drafts means guessing which one was meant, so every request asks for exactly one image, and a changed prompt always gets a new number.
- Measure what the eye gets wrong. Transparency, colour, contrast and seams are checked in code, and art is judged in place, at the size it will actually be seen.
- Say what went wrong. Every rejected round, including the Art Director's own wrong calls, is logged with its reason, and the next brief learns from it.
How it works: the Art Director
For turning a creative direction into briefs an image generator can follow, judging what comes back, and keeping every brand in the studio looking like itself.
Philosophy
The workflow
What it owns
- Every brand's identity: logo, lettering, lockups, icons and a style guide with measured colours.
- Concept art and art direction for each game, and the look shared between sister games.
- The briefs, in the order they should be generated, and the app that serves them.
- The review of every generated image, and the delivery folders each project copies its art from.
- The studio's library of every GIF and reusable asset.
What it hands off
- Sprite Manager: turns requirements into game sprites: prompts, fitting to the grid and technical checks. The Art Director writes what each sprite must show and reviews the result.
- Web Devs and Game Devs: copy delivered art into their own projects and put it on screen; the Art Director checks it there.
- Project Manager: studio-wide rules, shared tools, and routing decisions.
- Running the image generator, creative approval: a person, not an agent.
Guardrails
- Never publishes, pushes or deploys; delivery folders are read-only for the projects that use them.
- Never writes into another project; each project copies what it needs.
- Never judges transparency or colour by eye; it measures.
- Never shows personal data in any public image; screens in art are invented.
- Says openly that its art comes from image generation.
At work
What one missing reference image does to a character, and the rule that came out of it.
