asset-spec

Donchitos/Claude-Code-Game-Studios · updated Apr 16, 2026

MDX-style export adds YAML metadata + attribution linking explainx.ai and this canonical listing URL.

$npx skills add https://github.com/Donchitos/Claude-Code-Game-Studios --skill asset-spec
0 commentsdiscussion
summary

### Asset Spec

  • description: "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
  • argument-hint: "[system:<name> | level:<name> | character:<name>] [--review full|lean|solo]"
  • allowed-tools: Read, Glob, Grep, Write, Edit, Task, AskUserQuestion
skill.md
name
asset-spec
description
"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."
argument-hint
"[system:<name> | level:<name> | character:<name>] [--review full|lean|solo]"
user-invocable
true
allowed-tools
Read, Glob, Grep, Write, Edit, Task, AskUserQuestion

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 AskUserQuestion:
    • 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-defense Or: /asset-spec level:iron-gate-fortress / /asset-spec character:frost-warden Run after your art bible and GDDs are approved."


Phase 0: Parse Arguments

Extract:

  • Target type: system, level, or character
  • Target name: the name after the colon (normalize to kebab-case)
  • Review mode: --review [full|lean|solo] if present

Mode behavior:

  • full (default): spawn both art-director and technical-artist in parallel
  • lean: spawn art-director only — faster, skips technical constraint pass
  • solo: 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-bible first — 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 .claude/docs/technical-preferences.md — extract performance budgets and naming conventions.

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].md is empty. Either run /design-system [target-name] to complete the GDD, or describe the visual needs manually." Use AskUserQuestion: [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].md or search design/narrative/ for the character profile. Extract visual description, role, and any specified distinguishing features.

Optional reads:

  • Existing manifest: Read design/assets/asset-manifest.md if 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 AskUserQuestion:

  • 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. Issue all Task calls simultaneously — do not wait for one before starting the next.

Full mode — spawn in parallel:

art-director via Task:

  • 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 via Task:

  • Provide: full asset list, art bible Asset Standards (Section 8), technical-preferences.md performance budgets, 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 technical-preferences.md); (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 AskUserQuestion:

  • 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-manifest.md?"


Phase 6: Close

Use AskUserQuestion:

  • Prompt: "Asset specs complete for [target]. What's next?"
  • Options:
    • [A] Spec another system — /asset-spec system:[next-system]
    • [B] Spec a level — /asset-spec level:[level-name]
    • [C] Spec a character — /asset-spec character:[character-name]
    • [D] Run /asset-audit — validate delivered assets against specs
    • [E] Stop here

Asset ID Assignment

Asset IDs are assigned sequentially across the entire project — not per-context. Read the manifest before assigning IDs to find the current highest number:

Grep pattern="ASSET-" path="design/assets/asset-manifest.md"

Start new assets from ASSET-[highest + 1]. This ensures IDs are stable and unique across the whole project.

If no manifest exists yet, start from ASSET-001.


Shared Asset Protocol

Before speccing an asset, check if an equivalent already exists in another context's spec:

  • Common UI elements (health bars, score displays) are often shared across systems
  • Generic environment props may appear in multiple levels
  • Character VFX (hit sparks, death effects) may reuse a base spec with color variants

If a match is found: reference the existing ASSET-ID rather than creating a duplicate. Note the shared usage in the manifest's referenced-by column.

"ASSET-012 (Generic Hit Spark) already specced for Combat system. Reusing for Tower Defense — adding tower-defense to referenced-by."


Error Recovery Protocol

If any spawned agent returns BLOCKED or cannot complete:

  1. Surface immediately: "[AgentName]: BLOCKED — [reason]"
  2. In lean mode or if technical-artist blocks: proceed with art-director output only — note that technical constraints were not validated
  3. In solo mode or if art-director blocks: derive descriptions from art bible rules — flag as "Art director not consulted — verify against art bible before production"
  4. Always produce a partial spec — never discard work because one agent blocked

Collaborative Protocol

Every phase follows: Identify → Confirm → Generate → Review → Approve → Write

  • Never spec assets without first confirming the asset list with the user
  • Always anchor specs to the art bible — a spec that contradicts the art bible is wrong
  • Surface all agent disagreements — do not silently pick one
  • Write the spec file only after explicit approval
  • Update the manifest immediately after writing the spec

Recommended Next Steps

  • Run /asset-spec [next-context] to continue speccing remaining systems, levels, or characters
  • Run /asset-audit to validate delivered assets against the written specs and identify gaps or mismatches
how to use asset-spec

How to use asset-spec on Cursor

AI-first code editor with Composer

1

Prerequisites

Before installing skills in Cursor, ensure your development environment meets these requirements:

  • Cursor installed and configured on your development machine
  • Node.js version 16.0+ with npm package manager (verify with node --version)
  • Active project directory or workspace where you want to add asset-spec
2

Execute installation command

Execute the skills CLI command in your project's root directory to begin installation:

$npx skills add https://github.com/Donchitos/Claude-Code-Game-Studios --skill asset-spec

The skills CLI fetches asset-spec from GitHub repository Donchitos/Claude-Code-Game-Studios and configures it for Cursor.

3

Select Cursor when prompted

The CLI will show a list of available agents. Use arrow keys to navigate and space to select Cursor:

◆ Which agents do you want to install to?
│ ── Universal (.agents/skills) ── always included ────
│ • Amp
│ • Antigravity
│ • Cline
│ • Codex
│ ●Cursor(selected)
│ • Cursor
│ • Windsurf
4

Verify installation

Confirm successful installation by checking the skill directory location:

.cursor/skills/asset-spec

Reload or restart Cursor to activate asset-spec. Access the skill through slash commands (e.g., /asset-spec) or your agent's skill management interface.

Security & Verification Notice

We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.

Skills execute code in your development environment. Always verify the publisher's identity, review recent commits, and test in isolated environments before production deployment.

List & Monetize Your Skill

Submit your Claude Code skill and start earning

GET_STARTED →

Use Cases

Task Automation & Efficiency

Automate repetitive workflows and reduce manual effort

Example

Generate reports, summarize documents, draft communications

Save 3-5 hours per week on routine tasks

Knowledge Enhancement

Learn new skills, understand complex topics, get expert guidance

Example

Explain concepts, provide examples, suggest learning resources

Accelerate learning and skill development by 2x

Quality Improvement

Enhance output quality through reviews, suggestions, and refinements

Example

Review drafts, suggest improvements, catch errors

Improve work quality by 30-40% with less effort

Implementation Guide

Prerequisites

  • Claude Desktop or compatible AI client with skill support
  • Clear understanding of task or problem to solve
  • Willingness to iterate and refine outputs

Time Estimate

15-45 minutes depending on use case complexity

Installation Steps

  1. 1.Install skill using provided installation command
  2. 2.Test with simple use case relevant to your work
  3. 3.Evaluate output quality and relevance
  4. 4.Iterate on prompts to improve results
  5. 5.Integrate into regular workflow if valuable

Common Pitfalls

  • Expecting perfect results without iteration
  • Not providing enough context in prompts
  • Using skill for tasks outside its intended scope
  • Accepting outputs without review and validation

Best Practices

✓ Do

  • +Start with clear, specific prompts
  • +Provide relevant context and constraints
  • +Review and refine all outputs before using
  • +Iterate to improve output quality
  • +Document successful prompt patterns

✗ Don't

  • Don't use without understanding skill limitations
  • Don't skip validation of outputs
  • Don't share sensitive information in prompts
  • Don't expect skill to replace human judgment

💡 Pro Tips

  • Be specific about desired format and style
  • Ask for multiple options to choose from
  • Request explanations to understand reasoning
  • Combine AI efficiency with human expertise

When to Use This

✓ Use When

Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.

✗ Avoid When

Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.

Learning Path

  1. 1Familiarize yourself with skill capabilities and limitations
  2. 2Start with low-risk, non-critical tasks
  3. 3Progress to more complex and valuable use cases
  4. 4Build expertise through regular use and experimentation

Discussion

Product Hunt–style comments (not star reviews)
  • No comments yet — start the thread.
general reviews

Ratings

4.574 reviews
  • Shikha Mishra· Dec 28, 2024

    asset-spec is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.

  • Kiara Huang· Dec 28, 2024

    Keeps context tight: asset-spec is the kind of skill you can hand to a new teammate without a long onboarding doc.

  • Sophia Wang· Dec 28, 2024

    asset-spec is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.

  • Ama Rao· Dec 20, 2024

    Registry listing for asset-spec matched our evaluation — installs cleanly and behaves as described in the markdown.

  • Ama Tandon· Dec 8, 2024

    asset-spec fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.

  • Mateo White· Dec 4, 2024

    Useful defaults in asset-spec — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.

  • Sophia Robinson· Dec 4, 2024

    We added asset-spec from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.

  • Anaya Li· Nov 27, 2024

    I recommend asset-spec for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.

  • Arjun Thompson· Nov 23, 2024

    asset-spec is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.

  • Yash Thakker· Nov 19, 2024

    Useful defaults in asset-spec — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.

showing 1-10 of 74

1 / 8