One-click install
npx skills add https://github.com/imclab/xrA1-swarm --skill asset-spec-imclab
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/imclab/xrA1-swarm/tree/main/.claude/skills/asset-spec
Command: npx skills add https://github.com/imclab/xrA1-swarm --skill asset-spec-imclab

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill removes the ambiguity between approved GDD/art bible design intent and what artists need to actually generate production-ready assets, preventing mismatched style, naming, and technical budgets.

Core Features & Use Cases

  • Context-driven asset identification: Extracts asset types from a system GDD, level doc, or character profile and optionally reuses existing work from the asset manifest and prior specs.
  • Mode-based collaboration: Supports full (parallel art + technical constraint validation), lean (art director only), and solo (no agent spawning; art-bible-only derivation).
  • Structured spec outputs: Generates per-asset entries including category, dimensions/polycount, formats, naming, art-bible anchors, and AI generation prompts (with audio described but not prompted).
  • Manifest-first workflow: Writes specs to design/assets/specs/[target-name]-assets.md and updates/creates design/assets/asset-manifest.md with progress counters and context linkage.

Quick Start

Use /asset-spec system:tower-defense to generate asset specs for the tower-defense system after the art bible and design docs are approved.

Frequently Asked Questions about asset-spec

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

FAQPage Schema
How do I generate production-ready asset specifications from an approved GDD?

To generate production-ready asset specifications from an approved Game Design Document, this Skill extracts asset types from your design docs and creates structured per-asset entries including dimensions, formats, naming conventions, and AI generation prompts.

How do I maintain art bible compliance when creating sprites and VFX assets?

Maintaining art bible compliance when creating sprites and VFX assets requires deriving visual specifications directly from approved design docs, ensuring technical budgets, naming conventions, and style anchors match the established art direction.

Can I use asset manifest workflows for pipeline automation in game development?

Yes, asset manifest workflows support pipeline automation by writing updated spec files to a designated directory and updating an asset-manifest.md file with progress counters and context linkage for tracked production pipelines.

What is the best way to create AI generation prompts for game environment and UI assets?

The best way to create AI generation prompts for game environment and UI assets is to derive them from structured per-asset visual specifications that anchor directly to your approved art bible and technical constraints.

Do I need an approved art bible to start generating asset specs?

Yes, you need an approved art bible and technical preferences to start generating asset specs, because the Skill requires reading these documents to validate technical constraints and ensure consistent style adherence across all generated outputs.

What are the limitations when generating audio asset specifications?

A key limitation when generating audio asset specifications is that audio assets are described in the structured specs but AI generation prompts are not provided for them, unlike sprites, VFX, environment, and UI assets.