asset-spec

Convert design docs into per-asset visual specs and generation prompts.

Updated Apr 8, 2026
One-click install
npx skills add https://github.com/HechaoYannet/3kingdom-unity --skill asset-spec-hechaoyannet
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/HechaoYannet/3kingdom-unity/tree/main/.claude/skills/asset-spec
Command: npx skills add https://github.com/HechaoYannet/3kingdom-unity --skill asset-spec-hechaoyannet

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Asset creation for large games requires translating design docs into concrete asset specs and generation prompts, a repetitive process that often leads to inconsistency and missed dependencies.

Core Features & Use Cases

  • Generate per-asset visual specs and AI prompts from GDDs, level docs, or character profiles.
  • Update the master asset manifest with new specs and asset metadata.
  • Enforce alignment with the Art Bible, asset standards, and technical preferences during production handoff.
  • Support targets for systems, levels, and characters via simple argument syntax.
  • Phase-driven workflow guiding from context gathering to write-back, with guardrails and review steps.

Quick Start

Run /asset-spec system:tower-defense to begin speccing assets for a designated target.

Frequently Asked Questions about asset-spec

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

FAQPage Schema
How do I convert a game design document into asset specs and AI generation prompts?

To convert design docs into asset specs, you identify per-asset visual requirements and translate them into AI generation prompts for production handoff. This process extracts visual specs from GDDs, level docs, or character profiles to ensure consistency.

What is an art bible and how does it enforce consistency during game asset production?

An art bible defines visual style standards. Enforcing alignment with the art bible during asset spec generation ensures derived visual specs and AI prompts maintain consistent aesthetics across systems, levels, and characters.

Can I generate asset manifests for specific game systems like tower defense?

Yes, you can generate asset manifests for specific targets like tower defense systems using argument syntax. This targets spec generation to designated systems, levels, or characters and updates the master asset manifest accordingly.

Does this game art workflow require manual updates to the master asset manifest?

No, this game art workflow automatically updates the master asset manifest with new specs and asset metadata. It records provenance for each asset spec to maintain traceability throughout the production handoff process.

What's the best way to maintain traceability when creating AI prompts from game design docs?

The best way to maintain traceability is using a phase-driven workflow that records provenance for each asset spec. This ensures every AI generation prompt created from game design documents is tracked back to its original source.