asset-spec

Convert design documents into structured per-asset specifications and manifest tracking.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/naxoruto/TE-limonchero-3d --skill asset-spec-naxoruto
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/naxoruto/TE-limonchero-3d/tree/main/.claude/skills/asset-spec
Command: npx skills add https://github.com/naxoruto/TE-limonchero-3d --skill asset-spec-naxoruto

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Automates the creation of per-asset specifications by translating design documents (GDDs, art bible, level/character docs) into structured, production-ready specs that feed asset creation and manifest tracking.

Core Features & Use Cases

  • Generate detailed asset briefs anchored to the art bible's shape language, color system, and asset standards.
  • Produce AI-ready generation prompts for visuals and a linked master asset manifest to track status.
  • Coordinate cross-team reviews by outlining required assets and validating against design docs before production begins.

Quick Start

Provide a target via system:NAME, level:NAME, or character:NAME to generate all required asset specifications.

Frequently Asked Questions about asset-spec

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

FAQPage Schema
How do I generate asset specifications from a game design document?

To generate asset specs from a GDD, input a target system, level, or character name to automatically translate approved design documents into structured, production-ready asset briefs. This requires alignment with the art bible and GDD approvals.

What is an asset manifest and how does it track game production status?

An asset manifest is a linked master tracker maintaining the status of all generated asset specifications throughout production. It is produced alongside AI-ready generation prompts to coordinate cross-team reviews and validate required assets against design documents.

Can I use character profiles and level docs to produce AI-ready art prompts?

Yes, character profiles and level documents are used to produce AI-ready generation prompts for visuals. The system translates these design documents into detailed asset briefs anchored to the art bible's shape language and color system, outputting ready-to-use prompts.

Does asset spec generation require an approved art bible before production begins?

Yes, asset spec generation requires an approved art bible before production begins. Generated asset briefs must be anchored to the art bible's shape language, color system, and asset standards to validate against design documents and coordinate cross-team reviews.

What is the best way to automate per-asset specifications for game art production?

The best way to automate per-asset specifications is to use a system parsing GDDs, level docs, and character profiles to output structured spec files and a master asset manifest. This ensures all briefs align with the art bible and track production status.

Why do my generated asset briefs fail to match the game's visual style?

Generated asset briefs may fail to match the visual style if not properly anchored to the art bible's shape language and color system. Validating design documents and ensuring strict adherence to established asset standards before production begins resolves this.