asset-spec

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

13|Updated Jul 30, 2026
One-click install
npx skills add https://github.com/frabcd/codex-ai-game-studio --skill asset-spec-frabcd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/asset-spec
Command: npx skills add https://github.com/frabcd/codex-ai-game-studio --skill asset-spec-frabcd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game teams need consistent, production-ready asset specifications before art production begins, but manually writing per-asset specs anchored to an art bible is slow and inconsistent. This Skill turns GDDs, level docs, and character profiles into structured asset specs with AI generation prompts and a tracked manifest. ## Core Features & Use Cases - Entity & Screen Inventory: Scans GDDs, art bibles, and narrative docs to build a master inventory of every visual entity, UI screen, HUD element, and audio asset the game needs. - Dual-Agent Spec Generation: Spawns art-director and technical-artist subagents in parallel to produce visual descriptions, AI image generation prompts, dimensions, formats, naming conventions, and engine constraints, with full, lean, and solo review modes. - Manifest Tracking: Assigns sequential project-wide asset IDs, detects shared assets across contexts, and maintains a progress manifest with status counts. - Use Case: After approving an art bible and GDD for a tower defense game, run the skill to spec every enemy sprite, VFX effect, and UI element, producing ready-to-use Midjourney-style prompts and a manifest for tracking production. ## Quick Start Ask the AI to run the asset-spec skill for your combat system to generate visual specifications and AI 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 AI art prompts from a game design document?

Run the asset-spec skill targeting a system, level, or character after your art bible and GDD are approved. It extracts visual requirements, spawns an art-director agent to write generation prompts with style keywords and color anchors, and saves structured spec files.

What is an asset specification in game development?

An asset specification defines each game asset's visual description, dimensions, file format, naming convention, and polycount or texture budget. This skill anchors every spec to the art bible's shape language, color system, and asset standards so different artists produce consistent results.

Do I need an art bible before generating asset specs?

Yes, the skill fails if design/art/art-bible.md is missing because specs are anchored to its visual rules and Section 8 asset standards. Run the art-bible skill first, then generate specs for systems, levels, or characters.

What happens if no character profile or entity inventory exists?

The skill does not fail. It either runs the Entity & Screen Inventory flow to build one from your GDDs and art bible, or asks you to briefly describe the entity, producing specs from whatever detail you provide.

What are the full, lean, and solo review modes?

Full mode spawns both art-director and technical-artist agents in parallel. Lean mode uses only the art-director, skipping technical constraint validation. Solo mode derives specs from art bible rules alone without spawning agents, trading depth for speed.

How are duplicate or shared assets handled across systems?

Before speccing, the skill checks existing specs for equivalent assets like shared UI elements or generic VFX. Matches reuse the existing ASSET-ID and record the new context in the manifest's referenced-by column instead of creating duplicates.