asset-spec

Generate visual and audio asset specifications from approved game design documentation.

47|12|Updated Jun 14, 2026
One-click install
npx skills add https://github.com/nuoyanruoshui/GodotGameFramework --skill asset-spec-nuoyanruoshui
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/nuoyanruoshui/GodotGameFramework/tree/main/Godot/.claude/skills/asset-spec
Command: npx skills add https://github.com/nuoyanruoshui/GodotGameFramework --skill asset-spec-nuoyanruoshui

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill transforms approved game design documentation into clear, consistent, production-ready visual and audio asset specifications, reducing ambiguity between design, art direction, and implementation.

Core Features & Use Cases

  • Inventory Discovery: Builds a master inventory of characters, environments, props, visual effects, UI screens, HUD elements, and audio requirements from project documentation.
  • Asset Specification: Produces per-asset descriptions, generation prompts, technical constraints, naming conventions, formats, dimensions, and engine requirements.
  • Review and Tracking: Supports collaborative confirmation, revision, approval, shared asset reuse, sequential asset IDs, and updates to the project asset manifest.
  • Use Case: After approving a character design or level document, use this Skill to identify every required asset and create consistent specifications ready for art production and delivery tracking.

Quick Start

Use the asset-spec skill with a target such as system:combat, level:forest, or character:hero to generate and review 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 production-ready asset specifications from game design documentation?

You can generate asset specifications by inputting approved game design documents, an art bible, and technical preferences into the asset generation process to produce per-asset descriptions, naming conventions, formats, and engine requirements.

What is an asset inventory and how does it work for game development?

An asset inventory is a master list of characters, environments, props, VFX, UI screens, and audio requirements built from project documentation to ensure consistent art production and delivery tracking across game systems.

How do I create generation prompts and technical constraints for game art assets?

You create generation prompts and technical constraints by processing approved art direction documentation, which outputs per-asset descriptions, dimensions, formats, and engine requirements ready for visual and audio art production.

Can I use my art bible to generate asset specs for specific game systems like combat or levels?

Yes, you can use an approved art bible and relevant source documents to generate asset specifications for specific targets like system:combat, level:forest, or character:hero, ensuring alignment with art direction.

What is the best way to track and review asset lists during game art production?

The best way to track asset lists is through collaborative confirmation, revision, and approval workflows that assign sequential asset IDs and update the project asset manifest after each approval.

Do I need an approved art bible before generating asset specs for my game?

Yes, an approved art bible is required alongside relevant source documents and technical preferences to accurately generate production-ready visual and audio asset specifications and reduce ambiguity between design and implementation.