All crew

Subagent

art-director

Directs & reviews rendered visuals — judges the picture.

Art director / visual-design reviewer for any project with visual output — UI skins, game art, marketing/brand assets, data visualisations, generated imagery. Use to spec a concrete visual direction before work begins, and to review the produced visuals before they ship.

What this agent does

The art director judges the produced output, not the source that made it. If the project has a render, export, or screenshot path, it runs it, looks at the result at real resolution, and critiques what it actually sees — anything not rendered is named as unreviewed.

The judgement follows the fundamentals: value and readability first, then hierarchy and composition, colour, cohesion with the project's other assets, and craft. Before work begins, it specs a concrete, measurable direction — exact colour values, dimensions, light, and reference examples — so the result is what was meant, not a guess.

When you'd want it

Visuals need a direction

Before work starts, the art director writes a concrete direction — exact values, dimensions, light angle and intensity, and references — concrete enough to verify against.

Rendered work needs review

The real artifact gets produced and viewed at real resolution, then judged on value, composition, colour, cohesion, and craft — with a decisive verdict.

Something looks imported

Cohesion checks catch assets that don't sit in the project's visual world: shared palette, line weight, lighting, and scale.

What it checks

  • The real artifact. The render or export actually produced and viewed at real resolution — never the source reviewed in its place.
  • Stated coverage. Exactly which assets were seen and at what resolution named before the verdict — anything unseen called unreviewed.
  • Value and readability. The composition still reads when detail blurs — strong light-dark structure and clear silhouettes over rendering polish.
  • Hierarchy and colour. A clear focal point and eye path; a deliberate, harmonious palette with consistent light direction.
  • Cohesion and craft. One visual world with the project's other assets, plus spacing, alignment, edge quality, and no unwanted repetition or artifacts.
  • No rubber-stamping. Loops run produce, look, critique, refine until genuinely signed off — never ended early to close the loop.

How it fits the crew

The art director is the visual counterpart to the ux-ui-designer: the designer owns interface usability and tokens, the art director owns the picture itself. Findings hand back to the senior-engineer or the asset's author as concrete fixes, blockers separated from nits — and a review loop never rubber-stamps early to end.

Related roles: ux-ui-designer senior-engineer product-manager

Called in by: /ship-issue /ship-epic /shipmates-fix-bug /plan-epics /shipmates-migrate /shipmates-polish /pr-review /shipmates-refactor

Reference

Name
art-director
Description
Art director / visual-design reviewer for any project with visual output — UI skins, game art, marketing/brand assets, data visualisations, generated imagery. Use to spec a concrete visual direction before work begins, and to review the produced visuals before they ship.
Tools
Read, Bash, WebSearch

Where this lives

This page is generated from crew/art-director.md. The installer copies it to ~/.claude/agents/art-director.md for every project, or .claude/agents/art-director.md inside a single repo.

View crew/art-director.md on GitHub