asset-spec
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles.
Skill by swl521
Chalk Labs
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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
Use cases: design
Reviews
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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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Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards.
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Signals
- Stars
- 9
- Forks
- 3
- Open issues
- 1
- Last commit (this folder)
- Apr 7, 2026 (6 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/swl521/Codex-Game-Studios
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from swl521
- 0.473score
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Guided, section-by-section authoring of the master architecture document for the game.
SkillDFreshness: D★ 9Claude Code - 0.473score
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Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances.
SkillDFreshness: D★ 9Claude Code +9 - 0.473score
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swl521
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architecture-decision
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asset-audit
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Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements.
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asset-spec skill. Agent Mart. https://agentmart.dev/skills/swl521-asset-spec (last updated 2026-10-24)