$npx -y skills add Stanestane/game-design-skills-bundle --skill emotional-canvas-moodboardTurn a game-design emotional canvas into a curated visual moodboard by deriving image-search queries, gathering a candidate pool from the internet, saving the files locally, rejecting weak references, and rendering both an HTML board and a flattened JPG board. Use when a user wan
| 1 | # Emotional Canvas Moodboard |
| 2 | |
| 3 | Translate a game's emotional direction into a concrete visual board. |
| 4 | |
| 5 | Use this skill after `game-design-emotional-canvas` or whenever the user already has enough emotional direction to describe the intended feeling, adjacent feelings, visual tone, no-go elements, and reference-seeking targets. |
| 6 | |
| 7 | ## What to produce |
| 8 | |
| 9 | Produce these artifacts unless the user asks for a smaller output: |
| 10 | |
| 11 | 1. A short emotional-canvas summary for the current concept |
| 12 | 2. A search-plan list with focused image queries |
| 13 | 3. A candidate pool of downloaded source images |
| 14 | 4. A machine-readable `manifest.json` describing the curated board |
| 15 | 5. A rendered `moodboard.html` |
| 16 | 6. A rendered flattened `moodboard.jpg` |
| 17 | 7. A short curation note explaining strong keeps and weak rejects |
| 18 | |
| 19 | ## Core rule |
| 20 | |
| 21 | This skill is for reference gathering and board assembly. |
| 22 | |
| 23 | Do not spend the whole turn writing abstract creative prose. Move quickly from emotional interpretation to query generation, candidate gathering, hard rejection, and board rendering. |
| 24 | |
| 25 | A moodboard is curation, not accumulation. If the result looks like a pile of search results, the skill has failed. |
| 26 | |
| 27 | ## Workflow |
| 28 | |
| 29 | ### 1. Build or normalize the emotional canvas |
| 30 | |
| 31 | If the user already supplied an emotional canvas, normalize it into this shape: |
| 32 | |
| 33 | - Target feeling |
| 34 | - Three defining descriptors |
| 35 | - Adjacent feelings |
| 36 | - Contrasting feelings |
| 37 | - Visual references to seek |
| 38 | - Audio references to seek |
| 39 | - Narrative tone |
| 40 | - No-go elements |
| 41 | |
| 42 | If the user only supplied a concept, create a compact emotional canvas first using the structure from `game-design-emotional-canvas`. |
| 43 | |
| 44 | Keep it brief. The goal is to drive search quality, not to create a long essay. |
| 45 | |
| 46 | ### 2. Convert the canvas into image-search lanes |
| 47 | |
| 48 | Create 6-12 focused search lanes. Each lane should represent one useful visual dimension, for example: |
| 49 | |
| 50 | - shape language |
| 51 | - color and lighting |
| 52 | - environment mood |
| 53 | - texture and material feel |
| 54 | - composition and camera distance |
| 55 | - interface or arcade reference style |
| 56 | - character energy or motion language |
| 57 | - period/style anchors |
| 58 | |
| 59 | For each lane, write 2-5 search phrases. |
| 60 | |
| 61 | Good query pattern: |
| 62 | - `[subject/style] + [mood adjective] + [visual constraint]` |
| 63 | |
| 64 | Examples: |
| 65 | - `arcade platformer mockup tense neon minimal background` |
| 66 | - `falling concrete blocks overhead cinematic top light` |
| 67 | - `retro industrial geometry oppressive playful contrast` |
| 68 | - `coins glowing on stacked blocks game art` |
| 69 | |
| 70 | ### 3. Gather a candidate pool, not a final board |
| 71 | |
| 72 | Use web search and normal web access to find suitable visual references. |
| 73 | |
| 74 | Prefer strong anchor sources over generic search sludge: |
| 75 | - official game store screenshots |
| 76 | - official key art |
| 77 | - ArtStation / Behance project images |
| 78 | - strong editorial or portfolio images |
| 79 | |
| 80 | Avoid using random article headers, generic stock results, empty category pages, or filler photography unless they are genuinely the best aesthetic match. |
| 81 | |
| 82 | Save source URLs in the manifest even when the file is downloaded locally. |
| 83 | |
| 84 | Do not filter the collection by copyright status in this skill. The purpose here is fast local reference gathering. Copyright review can happen later in a separate workflow. |
| 85 | |
| 86 | Build a candidate pool first: |
| 87 | - 16-40 candidates is normal |
| 88 | - mix broad atmosphere references with direct mechanic-adjacent references |
| 89 | - aggressively reject near-duplicates |
| 90 | - reject low-resolution thumbnails when a larger source is reachable |
| 91 | |
| 92 | Quality bar for candidates: |
| 93 | - favor strong mood fit over literal mechanic fit |
| 94 | - favor visual authority over weak topical similarity |
| 95 | - prefer sources with clean composition and deliberate art direction |
| 96 | |
| 97 | ### 4. Curate brutally before rendering |
| 98 | |
| 99 | Before rendering, judge each candidate on: |
| 100 | - aesthetic quality |
| 101 | - emotional fit |
| 102 | - readability / silhouette clarity |
| 103 | - color language |
| 104 | - geometric or material relevance |
| 105 | - uniqueness within the set |
| 106 | |
| 107 | Then cut hard. |
| 108 | |
| 109 | Final-board rule: |
| 110 | - default final board size is 6-12 images |
| 111 | - every image must earn its place |
| 112 | - each image should contribute a distinct job: atmosphere, shape language, color, space, movement, HUD/readability, collectible/reward language, material finish, or palette reference |
| 113 | - reject anything that is merely "related" |
| 114 | - prefer one strong image per anchor source/title over multiple samey screenshots unless a sequence is the point |
| 115 | - when the user wants a cleaner board, bias toward stronger composition and palette images even if they are less explanatory |
| 116 | |
| 117 | Write down at least: |
| 118 | - why the strong |