asset-spec

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

Updated May 13, 2026
One-click install
npx skills add https://github.com/FrancisVarga/the-dream-machine --skill asset-spec-francisvarga
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/FrancisVarga/the-dream-machine/tree/main/.claude/skills/asset-spec
Command: npx skills add https://github.com/FrancisVarga/the-dream-machine --skill asset-spec-francisvarga

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes assets (resource) components.

What problem does it solve?

This Skill prevents game production chaos by turning design docs (GDDs, level notes, character profiles) into consistent, generation-ready visual specifications and updates the central asset manifest.

Core Features & Use Cases

  • Inventory-driven asset specification: Uses an entity/screen inventory or the master asset manifest to find the next unspecced visual item and keep work moving.
  • Doc-anchored, art-bible-consistent outputs: Reads the art bible and technical preferences to generate per-asset specs with style, dimensions, naming, and constraints tied to defined standards.
  • Production workflow guardrails: Runs an interactive review/approval loop for the asset list and for the final specs, then writes spec files and updates the asset manifest.
  • Supports multiple targets and review modes: Speccing can target a system, level, or character (with full/lean/solo agent orchestration).

Quick Start

Run asset-spec with a target like "asset-spec system:combat --review lean" to generate specs for the assets required by that system using the art bible rules and technical constraints when available.

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 from game design documents?

You can generate AI image prompts from game design documents by parsing GDDs, level notes, and character profiles to create per-asset visual specifications with style, dimensions, and naming conventions before production begins.

What is the best way to maintain art bible compliance across game asset specifications?

Maintaining art bible compliance involves reading the art bible and technical preferences to generate per-asset specs with style, dimensions, naming, and constraints tied to defined standards, ensuring consistency across the production workflow.

How do I update a master asset manifest after speccing new visual items?

Updating a master asset manifest requires running an interactive review and approval loop for the asset list and final specs, then writing spec files and updating the central asset manifest only after explicit user approval.

Can I spec game assets for a specific system or level using an inventory-driven approach?

Yes, you can spec game assets for a specific system, level, or character by targeting an entity or screen inventory, finding the next unspecced visual item, and orchestrating agent tasks with full, lean, or solo review modes.

Do I need an existing asset inventory to generate visual specifications for game production?

You do not need an existing asset inventory to start; the process can use an entity or screen inventory, or the master asset manifest, optionally parsing existing inventories and specs to find the next unspecced visual item.

Why should asset specifications be defined before game art production begins?

Asset specifications should be defined before production begins to prevent game production chaos, ensuring visual descriptions, generation prompts, dimensions, formats, and naming are consistently established across all required assets.