asset-spec

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

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/JunnnnyWon/Codex-Game-Studios --skill asset-spec-junnnnywon
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/JunnnnyWon/Codex-Game-Studios/tree/main/.claude/skills/asset-spec
Command: npx skills add https://github.com/JunnnnyWon/Codex-Game-Studios --skill asset-spec-junnnnywon

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Generate per-asset visual specifications and AI prompts from GDDs, level docs, or character profiles, producing structured spec files and keeping the master asset manifest in sync.

Core Features & Use Cases

  • Automatically parse the Art Bible's Visual Identity, Color System, and Shape Language to anchor every asset spec.
  • Coordinate multi-phase asset production with cross-team approvals and automatic manifest updates.
  • Provide generation-ready prompts for AI image tools and precise production constraints for art and technical teams.

Quick Start

Run /asset-spec system:<name> to begin speccing assets for that target.

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 and asset specifications from a game design document?

To generate asset specifications and AI prompts from a GDD, the asset-spec skill parses the Art Bible's visual identity and color system to anchor structured spec files and keep the master asset manifest in sync.

Can I automatically update my game asset manifest when new specifications are created?

Yes, you can automatically update your game asset manifest when new specifications are created, as the skill enforces governance by requiring explicit approval before writing to disk and updating the master manifest.

How do I ensure my generated game assets follow the Art Bible rules and technical constraints?

To ensure generated game assets follow Art Bible rules, the skill anchors each specification to design rules, shape language, and technical constraints, providing precise production guidelines for art teams.

What is the best way to coordinate multi-phase game asset production with cross-team approvals?

The best way to coordinate multi-phase game asset production with cross-team approvals is to use a governed specification workflow that anchors specs to design rules and requires explicit approval before manifest updates.

Do I need an Art Bible to start speccing assets for my game's systems and levels?

Yes, you need an Art Bible to start speccing assets, because the skill automatically parses the Art Bible's visual identity, color system, and shape language to anchor every generated asset specification.

How do I start generating visual specifications for a specific game system?

To start generating visual specifications for a specific game system, run the command `/asset-spec system:<name>` to begin parsing design rules and creating structured spec files anchored to your project.