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.