asset-spec

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

Updated Dec 22, 2024
One-click install
npx skills add https://github.com/imgamer/AILearn --skill asset-spec-imgamer
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/imgamer/AILearn/tree/main/game-studios/Claude-Code-Game-Studios-e375f/.claude/skills/asset-spec
Command: npx skills add https://github.com/imgamer/AILearn --skill asset-spec-imgamer

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes assets (resource) components.

What problem does it solve?

This Skill removes the guesswork between GDD/art bible intent and the concrete, per-asset specs artists need to produce consistent visuals that match your production standards.

Core Features & Use Cases

  • Per-asset spec generation: Turns GDD/level/character requirements into structured visual specifications and AI image prompts, aligned to the art bible.
  • Production inventory workflows: Bootstraps an entity/screen inventory when none exists, then drives item-by-item speccing of “Needed” assets.
  • Optional technical validation: In full mode, coordinates art-director + technical-artist to check dimensions, formats, naming, budgets, and engine constraints.
  • Manifest-aware reuse: Avoids duplicate specs by referencing existing manifests and shared specs where applicable.

Quick Start

Run /asset-spec to continue with the next unspecced entity or screen after inventory is available, or to trigger the inventory bootstrapping flow if it’s missing.

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 a game design document?

You can generate production-ready AI image prompts from a game design document by extracting asset types, confirming the asset list, and producing structured visual specifications aligned with your art bible standards.

How do I create a content inventory for game production when none exists?

You can bootstrap a content inventory for game production by triggering an inventory bootstrapping flow that scans your GDDs and level docs to establish a baseline of unspecced entities and screens.

How do I write per-asset visual specifications for consistent art production?

Writing per-asset visual specifications involves extracting asset types from your character profiles and level docs, presenting an asset list for confirmation, and outputting structured specs to your design directory.

Can I validate asset specifications against engine constraints?

Yes, you can validate asset specifications against engine constraints by running a full mode workflow that coordinates art-director and technical-artist checks for dimensions, formats, naming, and budgets.

How do I avoid duplicate specs when updating an asset manifest?

You avoid duplicate specs when updating an asset manifest by referencing existing manifests and shared specifications during generation, ensuring manifest-aware reuse across your production inventory.

Do I need an art bible to generate asset specifications?

Yes, you need an art bible because generating asset specifications requires reading art-bible standards and technical preferences to ensure the visual outputs match your production standards.