asset-spec

Generate per-asset visual specifications and AI image prompts from art bible and design docs.

Updated Apr 25, 2026
One-click install
npx skills add https://github.com/easonlao/jiazi-game --skill asset-spec-easonlao
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/easonlao/jiazi-game/tree/main/.claude/skills/asset-spec
Command: npx skills add https://github.com/easonlao/jiazi-game --skill asset-spec-easonlao

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill turns game design inputs into consistent, production-ready visual specifications and AI image generation prompts, so art and production teams can move forward without miscommunication or missing assets.

Core Features & Use Cases

  • Asset spec planning from your design docs: Uses your art bible plus system/level/character documentation to identify every referenced or implied asset type.
  • Prompt + standard alignment: Produces per-asset visual descriptions and AI generation prompts anchored to your art bible rules (e.g., shape language, color system, asset standards).
  • Technical validation options: In full mode, also outputs dimension/polycount/file format/naming constraints from technical preferences to catch conflicts early.

Quick Start

Run /asset-spec level:<target-name> after your art bible and the relevant GDD/level design are approved to generate structured specs and update the asset manifest.

Frequently Asked Questions about asset-spec

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

FAQPage Schema
How do I generate AI image prompts for game assets from design documents?

To generate AI image prompts for game assets, the tool reads your art bible and design docs to identify required assets and produces per-asset visual specifications aligned with your art direction rules.

What is asset specification generation in a game art pipeline?

Asset specification generation identifies every referenced asset from system, level, and character design docs, then creates structured visual descriptions and AI generation prompts before production begins.

How do I create an asset manifest from an art bible for production tracking?

Run the generation process on your approved art bible and level design. The system identifies required assets, generates draft specs for confirmation, and updates the manifest for progress tracking.

Can I validate technical constraints like polycount and naming conventions during asset spec planning?

Yes, full mode outputs dimension, polycount, file format, and naming constraints from your technical preferences to catch conflicts early in the game art pipeline.

Does prompt generation work with existing asset manifests and specifications?

Yes, the process optionally reuses your current manifests and asset specifications, reads the art bible, and produces updated draft specs for confirmation before final file writing.

What do I need to prepare before generating visual specifications for game characters and levels?

Before generating visual specifications, you need an approved art bible and relevant game design documentation for your target systems, levels, or characters, plus technical preferences for constraint validation.