Art bibles and style guides
What an art bible or style guide contains, when it is written and who uses it, with published examples from Valve's Team Fortress 2 and Dota 2 guides and the technical sections environment teams add.
An art bible (often called a style guide) is the document that tells every artist on a project what the game should look like and why. Ricky Baba, writing as an art director, says it should aim for "consistency and clarity" in style, shape, size, line, colour, perspective and anatomy (Game Developer: Art Direction in Video Games - A roadmap for…).
Most studio art bibles are internal and never published. This page collects what the public examples and practitioner articles say they contain.
#Contents of an art bible
| Section | What it answers | Published example |
|---|---|---|
| Goals and pillars | Why the game looks the way it does | Valve gives three reasons for Team Fortress 2's style: gameplay, readability and branding (GDC 2008) |
| Influences and reference | Which art traditions to borrow from | TF2 adopted the conventions of commercial illustrator J.C. Leyendecker and showed work by Dean Cornwell and Norman Rockwell (GDC 2008). See gathering and using reference |
| Readability rules | What the player must be able to read at a glance | TF2: "Distinctive silhouettes", "Highest contrast at chest level, where weapon is held" (GDC 2008). See silhouette, visual hierarchy and readability |
| Value and colour | Palettes, value structure, lighting colour | TF2: "Shading obeys a warm-to-cool hue shift. Shadows go to cool, not black" (GDC 2008). Valve's Dota 2 guide covers "value patterning and a coherent colour palette" (CG Channel). See value, colour for environments |
| Shape and material language | How factions, regions or eras differ | TF2's Red team: "Warm colors", "Natural materials", "Angular geometry"; Blue: "Cool colors", "Industrial materials", "Orthogonal forms" (GDC 2008). See shape language |
| Detail and rest | Where detail goes and where the eye rests | The Dota 2 guide "explores ideas of rest and detail and of evaluating assets in context" (CG Channel) |
| Technical rules | Scale, texel density, trim layouts, budgets | Naughty Dog's trim pipeline mapped panels at 512 px per metre and shipped Substance Designer templates, test assets and tutorials for the team (ArtStation) |
The technical section often lives beside the art bible in a wiki: naming conventions, metrics, polygon and triangle budgets and export rules. The Level Design Book's metrics page is a good model for that kind of reference (The Level Design Book: Metrics).
#Published examples
#When it is written and who uses it
Baba recommends you "create a style guide before other artists join the project" (Game Developer: Art Direction in Video Games - A roadmap for…). If the direction is still forming, he suggests setting aside a daily hour for a week to "reflect, curate, itemize and resolve your work", which gives you the start of a guide (Game Developer: Art Direction in Video Games - A roadmap for…).
Then share it: "Distribute the style guide and have an open forum to discuss the visual direction" (Game Developer: Art Direction in Video Games - A roadmap for…). A good guide gives artists "a visual and mental starting point rather than having them start with an intimidating blank canvas" (Game Developer: Art Direction in Video Games - A roadmap for…).
For environment teams, planning documents feed the guide. EMC3D's trim-sheet planning video walks through a colour overlay plan and using the blockout to plan trims before production (YouTube: What Does Good Trim Sheet Planning &…).
#Common mistakes
- A mood board instead of a guide. Pretty reference without rules leaves every artist to interpret it differently.
- No reasons. Rules without the "why" get broken as soon as a case is not covered.
- Written once, never updated. Kits and trims change in production (ArtStation: Indiana Jones and the Great Circle: Tomb Kit); the guide should follow.
- Separate from the technical rules. Texel density, naming and budgets belong in the same place artists look.
#Further reading and watching
References
- · Art Direction in Video Games - A roadmap for finishing your projects · Game Developer, 2014 · article · accessed 2026-10-21
- · Stylization with a Purpose: The Illustrative World of Team Fortress 2 · GDC 2008 (slides, Valve), 2008 · talk · accessed 2026-10-21
- · Valve releases useful character design guide · CG Channel, 2012 · article · accessed 2026-10-21
- · The Last of Us: Part I...Trim Pipeline · ArtStation, 2023 · article · accessed 2026-10-21
- · Metrics · The Level Design Book · web · accessed 2026-10-21
- · Indiana Jones and the Great Circle: Tomb Kit · ArtStation, 2025 · article · accessed 2026-10-21
- · Indiana Jones and The Great Circle: Shanghai Environment Breakdowns · ArtStation, 2025 · article · accessed 2026-10-21
- · What Does Good Trim Sheet Planning & Preparation Look Like? (Part 2) · YouTube, 2024 · video · accessed 2026-10-21
Pages that link here
- Export checklist Guide
- Colour for environments Topic
- Colour scripts Key term
- Gathering and using reference Guide
- Showcase (warehouse) map Key term
- Texel density Topic
- Base colour (albedo) map Key term
- Ambient occlusion Key term
- Ways to texture an environment Overview
- Master materials and instances Topic
- Colour grading and LUTs Key term
- Worldbuilding for artists Topic
- Planning a portfolio piece Guide
- Exercise: a modular room Exercise
- Essential talks and videos Reference
Last updated 2026-10-22