asset-spec

Generate per-asset visual specifications and AI generation prompts from game design documents.

Updated Aug 2, 2026
One-click install
npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill asset-spec-claretagrapelike32
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/claretagrapelike32/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/asset-spec
Command: npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill asset-spec-claretagrapelike32

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game teams need consistent, production-ready asset specifications before art production begins, but manually writing specs for every sprite, VFX, UI element, and environment prop is slow and inconsistent. This Skill reads GDDs, level docs, and character profiles, then produces structured per-asset specs anchored to the project's art bible, plus a master asset manifest. ## Core Features & Use Cases - Entity & Screen Inventory: Scans GDDs and the art bible to build a master inventory of every visual entity, UI screen, HUD element, and audio asset the game needs. - Spec Generation with Specialist Review: Spawns art-director and technical-artist agents (full, lean, or solo modes) to produce visual descriptions, AI image generation prompts, dimensions, formats, naming conventions, and polycount budgets per asset. - Manifest Tracking: Writes spec files to design/assets/specs/ and maintains a project-wide asset manifest with sequential ASSET-NNN IDs, status tracking, and shared-asset reuse detection. - Use Case: After approving your art bible and GDD, run the skill on a combat system to get specs for hit VFX, health bar UI, and damage number sprites, each with a ready-to-use Midjourney-style prompt and engine-compliant export settings. ## Quick Start Ask the AI to run the asset-spec skill on your combat system GDD to generate visual specifications and generation prompts for all its assets.

Frequently Asked Questions about asset-spec

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate asset specifications from a game design document?

Run the skill with a target like system, level, or character, for example asset-spec system:combat. It reads the source doc's visual requirements, identifies all assets, and produces specs with visual descriptions, generation prompts, dimensions, and naming conventions.

What inputs does game asset spec generation require?

It requires an approved art bible at design/art/art-bible.md and a source document such as a GDD, level doc, or character profile. If no entity inventory exists, it first builds one by scanning all design docs before speccing individual assets.

Can I generate asset specs without spawning review agents?

Yes, use solo mode to skip agent spawning and derive specs directly from art bible rules, or lean mode to use only the art-director agent. Solo mode is faster but technical constraints are not validated against engine budgets.

Does the asset spec workflow handle duplicate or shared assets?

Yes, it checks existing specs and the asset manifest before creating new entries. Shared assets like common UI elements or generic VFX reuse the existing ASSET-ID, with the new context added to a referenced-by note in the manifest.

What happens if the art bible is missing when speccing assets?

The skill stops and instructs you to run the art-bible skill first, since every spec must be anchored to the art bible's visual identity, color system, shape language, and asset standards. Specs that contradict the art bible are treated as wrong.