asset-spec
Creates structured specs and AI prompts for game assets after design documentation is finalized.
Install
mkdir -p .claude/skills/asset-spec && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/15009" && unzip -o skill.zip -d .claude/skills/asset-spec && rm skill.zipInstalls to .claude/skills/asset-spec
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.Key capabilities
- →Generate per-asset visual specifications
- →Generate AI generation prompts
- →Update the master asset manifest
- →Identify asset types from source documents
- →Group assets into categories
How it works
This skill parses game design documents to identify asset types, categorizes them, and then generates detailed specifications and AI prompts, updating a central manifest.
Inputs & outputs
When to use asset-spec
- →Creating asset specifications
- →Generating art production prompts
- →Updating game asset manifest
- →Preparing art assets for production
- →Defining visual requirements
About this skill
Vendor Source Rule
- If this task touches third-party addons, templates, examples, or integration choices in this workspace, start with
/home/projects/gamedev/godot-lib-pazzle/README.mdand follow.github/instructions/vendor-sourcing.instructions.md.
If no argument is provided, check whether design/assets/asset-manifest.md exists:
- If it exists: read it, find the first context (system/level/character) with any asset at status "Needed" but no spec file written yet, and use
vscode_askQuestions:- Prompt: "The next unspecced context is [target]. Generate asset specs for it?"
- Options:
[A] Yes — spec [target]/[B] Pick a different target/[C] Stop here
- If no manifest: fail with:
"Usage:
/asset-spec system:<name>— e.g.,/asset-spec system:tower-defenseOr:/asset-spec level:iron-gate-fortress//asset-spec character:frost-wardenRun after your art bible and GDDs are approved."
Phase 0: Parse Arguments
Extract:
- Target type:
system,level, orcharacter - Target name: the name after the colon (normalize to kebab-case)
- Review mode:
--review [full|lean|solo]if present
Mode behavior:
full(default): spawn bothart-directorandtechnical-artistin parallellean: spawnart-directoronly — faster, skips technical constraint passsolo: no agent spawning — main session writes specs from art bible rules alone. Use for simple asset categories or when speed matters more than depth.
Phase 1: Gather Context
Read all source material before asking the user anything.
Required reads:
-
Art bible: Read
design/art/art-bible.md— fail if missing:"No art bible found. Run
/art-biblefirst — asset specs are anchored to the art bible's visual rules and asset standards." Extract: Visual Identity Statement, Color System (semantic colors), Shape Language, Asset Standards (Section 8 — dimensions, formats, polycount budgets, texture resolution tiers). -
Technical preferences: Read the active workspace contract (
.github/instructions/code-rules.instructions.md,.github/instructions/copilot-instructions.md,.github/context/VERSION.md, andmy-game/my-game.godotwhen present) — extract engine facts, naming guidance, and any explicit performance constraints.
Source doc reads (by target type):
- system: Read
design/gdd/[target-name].md. Extract the Visual/Audio Requirements section. If it doesn't exist or reads[To be designed]:"The Visual/Audio section of
design/gdd/[target-name].mdis empty. Either run/design-system [target-name]to complete the GDD, or describe the visual needs manually." Usevscode_askQuestions:[A] Describe needs manually/[B] Stop — complete the GDD first - level: Read
design/levels/[target-name].md. Extract art requirements, asset list, VFX needs, and the art-director's production concept specs from Step 4. - character: Read
design/narrative/characters/[target-name].mdor searchdesign/narrative/for the character profile. Extract visual description, role, and any specified distinguishing features.
Optional reads:
- Existing manifest: Read
design/assets/asset-manifest.mdif it exists — extract already-specced assets for this target to avoid duplicates. - Related specs: Glob
design/assets/specs/*.md— scan for assets that could be shared (e.g., a common UI element specced for one system might apply here too).
Present context summary:
Asset Spec: [Target Type] — [Target Name]
- Source doc: [path] — [N] asset types identified
- Art bible: found — Asset Standards at Section 8
- Existing specs for this target: [N already specced / none]
- Shared assets found in other specs: [list or "none"]
Phase 2: Asset Identification
From the source doc, extract every asset type mentioned — explicit and implied.
For systems: look for VFX events, sprite references, UI elements, audio triggers, particle effects, icon needs, and any "visual feedback" language.
For levels: look for unique environment props, atmospheric VFX, lighting setups, ambient audio, skybox/background, and any area-specific materials.
For characters: look for sprite sheets (idle, walk, attack, death), portrait/avatar, VFX attached to abilities, UI representation (icon, health bar skin).
Group assets into categories:
- Sprite / 2D Art — character sprites, UI icons, tile sheets
- VFX / Particles — hit effects, ambient particles, screen effects
- Environment — props, tiles, backgrounds, skyboxes
- UI — HUD elements, menu art, fonts (if custom)
- Audio — SFX, music tracks, ambient loops (note: audio specs are descriptions only — no generation prompts)
- 3D Assets — meshes, materials (if applicable per engine)
Present the full identified list to the user. Use vscode_askQuestions:
- Prompt: "I identified [N] assets across [N] categories for [target]. Review before speccing:"
- Show the grouped list in conversation text first
- Options:
[A] Proceed — spec all of these/[B] Remove some assets/[C] Add assets I didn't catch/[D] Adjust categories
Do NOT proceed to Phase 3 without user confirmation of the asset list.
Phase 3: Spec Generation
Spawn specialist agents based on review mode. Launch all subagents before waiting for the first result.
Full mode — spawn in parallel:
art-director as a subagent:
- Provide: full asset list from Phase 2, art bible Visual Identity Statement, Color System, Shape Language, the source doc's visual requirements, and any reference games/art mentioned in the art bible Section 9
- Ask: "For each asset in this list, produce: (1) a 2–3 sentence visual description anchored to the art bible's shape language and color system — be specific enough that two different artists would produce consistent results; (2) a generation prompt ready for use with AI image tools (Midjourney/Stable Diffusion style — include style keywords, composition, color palette anchors, negative prompts); (3) which art bible rules directly govern this asset (cite by section). For audio assets, describe the sonic character instead of a generation prompt."
technical-artist as a subagent:
- Provide: full asset list, art bible Asset Standards (Section 8), any performance budgets from the active workspace contract or project technical preferences, engine name and version
- Ask: "For each asset in this list, specify: (1) exact dimensions or polycount (match the art bible Asset Standards tiers — do not invent new sizes); (2) file format and export settings; (3) naming convention (from the active workspace contract or project technical preferences); (4) any engine-specific constraints this asset type must respect; (5) LOD requirements if applicable. Flag any asset type where the art bible's preferred standard conflicts with the engine's constraints."
Lean mode — spawn art-director only (skip technical-artist).
Solo mode — skip both. Derive specs from art bible rules alone, noting that technical constraints were not validated.
Collect both responses before Phase 4. If any conflict exists between art-director and technical-artist (e.g., art-director specifies 4K textures but technical-artist flags the engine budget requires 512px), surface it explicitly — do NOT silently resolve.
Phase 4: Compile and Review
Combine the agent outputs into a draft spec per asset. Present all specs in conversation text using this format:
## ASSET-[NNN] — [Asset Name]
| Field | Value |
|-------|-------|
| Category | [Sprite / VFX / Environment / UI / Audio / 3D] |
| Dimensions | [e.g. 256×256px, 4-frame sprite sheet] |
| Format | [PNG / SVG / WAV / etc.] |
| Naming | [e.g. vfx_frost_hit_01.png] |
| Polycount | [if 3D — e.g. <800 tris] |
| Texture Res | [e.g. 512px — matches Art Bible §8 Tier 2] |
**Visual Description:**
[2–3 sentences. Specific enough for two artists to produce consistent results.]
**Art Bible Anchors:**
- §3 Shape Language: [relevant rule applied]
- §4 Color System: [color role — e.g. "uses Threat Blue per semantic color rules"]
**Generation Prompt:**
[Ready-to-use prompt. Include: style keywords, composition notes, color palette anchors, lighting direction, negative prompts.]
**Status:** Needed
After presenting all specs, use vscode_askQuestions:
- Prompt: "Asset specs for [target] — [N] assets. Review complete?"
- Options:
[A] Approve all — write to file/[B] Revise a specific asset/[C] Regenerate with different direction
If [B]: ask which asset and what to change. Revise inline and re-present. Do NOT re-spawn agents for minor text revisions — only re-spawn if the visual direction itself needs to change.
If [C]: ask what direction to change. Re-spawn the relevant agent with the updated brief.
Phase 5: Write Spec File
After approval, ask: "May I write the spec to design/assets/specs/[target-name]-assets.md?"
Write the file with:
# Asset Specs — [Target Type]: [Target Name]
> **Source**: [path to source GDD/level/character doc]
> **Art Bible**: design/art/art-bible.md
> **Generated**: [date]
> **Status**: [N] assets specced / [N] approved / [N] in production / [N] done
[all asset specs in ASSET-NNN format]
Then update design/assets/asset-manifest.md. If it doesn't exist, create it:
# Asset Manifest
> Last updated: [date]
## Progress Summary
| Total | Needed | In Progress | Done | Approved |
|-------|--------|-------------|------|----------|
| [N] | [N] | [N] | [N] | [N] |
## Assets by Context
### [Target Type]: [Target Name]
| Asset ID | Name | Category | Status | Spec File |
|----------|------|----------|--------|-----------|
| ASSET-001 | [name] | [category] | Needed | design/assets/specs/[target]-assets.md |
If the manifest already exists, append the new context block and update the Progress Summary counts.
Ask: "May I update `design/assets/asset-m
Content truncated.
When not to use it
- →Before art bible and GDD/level design are approved
- →When no manifest exists and no target is provided
Limitations
- →This skill generates per-asset visual specifications and AI generation prompts
- →This skill produces structured spec files and updates the master asset manifest
- →This skill runs after art bible and GDD/level design are approved
How it compares
This skill automates the creation of detailed, context-adaptive asset specifications and AI prompts directly from design documents, ensuring consistency and manifest updates, unlike manual specification writing.
Compared to similar skills
asset-spec side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| asset-spec (this skill) | 0 | 3mo | No flags | Advanced |
| gemini-logo-remover | 9 | 8mo | Review | Beginner |
| slack-gif-creator | 6 | 3mo | Review | Intermediate |
| nano-banana-pro-prompts-recommend-skill | 13 | 2mo | Review | Beginner |
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