Home · Agents

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

  • 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.

The workflow

the Art Director: the workflow as a flowchart1A need arrivesa new brand, a game's art list, or a note on existing art.agent2Write the briefwhat to keep, what to change, the reference to attach, and thechecks it must pass. Anything it builds on waits until that exists.Art Director3Generate itpaste the prompt and its named attachments into the generator; oneimage.owner4Upload itonto its brief, with which generator made it and an optionalcomment.owner5Review itchecked against the brief, measured, and seen in place at real size,beside its set.Art Director6Verdict and approvala one-line verdict, then an explicit accept.owner7Build the finalstrimmed, made solid, background removed, every size and icon made incode.Art Director8Deliverinto the project's delivery folder, with where every file came from.Art Director9Check it on screenthe project wires it in and sends a still or GIF.Web Dev or Game DevIf the promptitself is wrongfailsIf it looks wrongin placethe Art Director: the workflow as a flowchart1A need arrivesa new brand, a game's art list, or a noteon existing art.agent2Write the briefwhat to keep, what to change, thereference to attach, and the checks itmust pass. Anything it builds on waitsuntil that exists.Art Director3Generate itpaste the prompt and its namedattachments into the generator; oneimage.↩ If the prompt itself is wrong → step 2owner4Upload itonto its brief, with which generator madeit and an optional comment.owner5Review itchecked against the brief, measured, andseen in place at real size, beside itsset.↩ fails → step 2Art Director6Verdict and approvala one-line verdict, then an explicitaccept.owner7Build the finalstrimmed, made solid, background removed,every size and icon made in code.Art Director8Deliverinto the project's delivery folder, withwhere every file came from.Art Director9Check it onscreenthe project wires it in and sends a stillor GIF.↩ If it looks wrong in place → step 5Web Dev or Game Dev

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.

What one
missing reference image does to a character, and the rule that came out of it.