--- name: 'step-10-art-audio' description: 'Define art style and audio direction' # Path Definitions workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd' # File References thisStepFile: '{workflow_path}/steps/step-10-art-audio.md' nextStepFile: '{workflow_path}/steps/step-11-technical.md' workflowFile: '{workflow_path}/workflow.md' outputFile: '{output_folder}/gdd.md' # Task References advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml' partyModeWorkflow: '{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 - ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}` ### 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: ```markdown ## 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.