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Art bible template

Six linked documents that keep a game’s look consistent from the first concept to the last outsourced prop: the visual pillars, color and light, shape language, characters, environments, and the budgets and reviews behind them. Download them as Markdown files: they open in any editor, and import into Nodary as a map you can fill with pictures.

6 Markdown files in a .zip, 5 kB

Free, no account, no email. Use it, change it, share it.

Read every page before you download

The overview fits on one screen and links to five parts, so a new artist or an outsourcing studio starts from the rules that matter most. Italic lines say what to write; the examples come from Saltmarrow, the sample game this site uses everywhere.

Documents

File Art bible template/Art bible.md

Art bible

How to use this template: italic lines are guidance. Replace them with your own words, then delete them. Values in square brackets are yours to fill in. Keep this page to one screen, and add pictures under every rule once the files are imported: an art bible is read with the eyes.

At a glance

FieldYour game
Game[Title]
Art director[name]
The style in one line[...]
Camera[first person, third person, top-down, side view]
Platforms[...]
Last reviewed[date]

Visual pillars

Three to five rules every asset must serve, each one checkable on a finished picture.

  1. [Pillar one]: [what it means on screen]
  2. [Pillar two]: [what it means on screen]
  3. [Pillar three]: [what it means on screen]

Example (Saltmarrow, a sample game): Salt keeps, the sea takes. What the salt preserves is crisp and pale; what the sea touches is soft, dark and blurred.

The rules that matter most

If a new artist reads only this list, their first asset should still fit the game.

  • [Rule]
  • [Rule]
  • [Rule]

The rest of the bible

Each part is its own document. Link to it rather than copy from it, so every rule lives in one place.

This template is free to use, change and share. It comes from Nodary, where these files import as a map of linked documents.

Download the template6 Markdown files in a .zip, 5 kB

How to use it

  1. Start from the pillars

    Write three to five visual pillars with the art director, each one checkable on a finished picture. Every other page applies them.

  2. Add pictures under every rule

    Once imported, put reference images under each rule and say what to take from each: the palette, the light, the shapes. Never “everything”.

  3. Write the budgets down

    Fill in the production specs before the first asset is made: triangle counts, texture sizes, naming. They are cheap to set early and expensive to fix late.

  4. Update it from approved work

    When a finished asset is approved, use it as the new reference. The bible should show the game as it looks now, not as it was imagined.

Import it into Nodary as a map

Nodary is an AI-native workspace where a team’s documents link instead of piling up. Import the .zip and the bible arrives with its five parts filed under it and its links kept. Then add what Markdown cannot hold: moodboards of references with their source and credit, a palette with roles and contrast checks, and a decision on each picture, approved, sent back or rejected, signed with who and when. Notes are drawn on the picture itself, and an outsourcer gets one printable feedback sheet.

  1. Open a project’s map and choose Import.
  2. Choose the Folder or ZIP tab, then Choose a ZIP.
  3. Pick the downloaded file, check the tree, and import.

The Free plan holds ten documents per workspace, the project’s own page included: the template’s six leave room for three more. Pictures count against storage: 50 MB on Free. Nodary also has a one-page Art Bible template built in, with a palette and a moodboard ready to fill.

How Nodary handles art review
The Saltmarrow art bible’s mood board in Nodary: eight painted references with their captions, credits and art direction decisions, six approved, the material swatches still to decide and the busier first key art rejected.

Writing an art bible artists actually follow

An art bible fails when its rules are moods nobody can check, or when the game has moved on and the bible has not. These habits prevent both.

Rules you can check

“Moody” cannot be checked on a finished asset. “Every silhouette reads at thirty meters” can, by anyone, in a minute.

Show, then say

Put a picture under every rule, and say what to take from it. A reference without a note is copied whole, flaws included.

Say what to avoid

A do-and-don’t table settles more arguments than a page of adjectives. Show a rejected picture next to an approved one.

Give color a job

Each color in the palette has a role: background, the player’s path, danger, what can be used. A color without a role is noise.

Write the budgets down

Triangle counts, texture sizes and naming are art direction too. Outsourcers deliver to the numbers they are given.

Update it from approved work

Replace concept references with approved in-game assets as they arrive. The best example of the style is the game itself.

Questions about art bibles

What is an art bible?

An art bible is the document that defines how a game looks: its visual pillars, palette and lighting, shape language, how characters and environments are built, and the production rules behind the assets. Artists, outsourcing studios and reviewers use it so that work made by different people, months apart, looks like one game.

What should an art bible include?

Visual pillars, the rules that matter most, the palette with each color’s role, lighting and mood, shape language, character and environment guidelines, materials, do and don’t examples, asset budgets, file formats and naming, and how art is reviewed. This template has a document for each group.

How is an art bible different from a style guide?

A style guide often covers a brand: logos, fonts, colors for marketing. An art bible covers the game itself, down to how a prop is modeled and how much texture it may use. Some studios keep both, linked.

How long should an art bible be?

As short as the rules allow, with as many pictures as the rules need. The overview should fit on one screen; each part grows with approved references, not with paragraphs.

How do I share an art bible with an outsourcing studio?

Send the bible with the palette, approved example assets, the budgets and the naming rules, and say who answers questions. In Nodary, you can share a document and what sits under it as a read-only link that ends on a date you choose, and send feedback as a printable sheet with the notes drawn on each picture.

Can I use the template for a commercial game?

Yes. Use it, change it and share it for any game, commercial or not, with or without a Nodary account. A mention is welcome, never required.

Keep the look of the game where the team works.

Import the template into Nodary and the art bible becomes a map of rules, references and decisions that your team, your outsourcers and your AI agents read. Free with two members, one project and ten documents, no card needed.