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asset-spec

Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles.

Skill by swl521

IndexedMIT★ 9
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Works with Claude Code. Read the repository before you give any tool access to your data.

npx agentmarket install skill/swl521-asset-spec

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About

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.

Use cases: design

No reviews yet. Installed it? Reviews come from verified installers only. How reviews work

Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
No tools found
Secrets
None asked for
Install scripts
None found

Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/asset-spec

Tools it pre-approves 7

From allowed-tools in SKILL.md: the agent may use these without asking you each time.

  • Read,
  • Glob,
  • Grep,
  • Write,
  • Edit,
  • Task,
  • AskUserQuestion

What's inside

Skill 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.
License
MIT
Allowed tools
Read,, Glob,, Grep,, Write,, Edit,, Task,, AskUserQuestion
Instructions
258 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

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] |

From swl521/Codex-Game-Studios, MIT.

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Signals

Stars
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Forks
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Open issues
1
Last commit (this folder)
Apr 7, 2026 (6 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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asset-spec skill. Agent Mart. https://agentmart.dev/skills/swl521-asset-spec (last updated 2026-10-24)