asset-spec

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

Updated Apr 10, 2026
One-click install
npx skills add https://github.com/polsegu/Claude-Code-Game-Dev --skill asset-spec-polsegu
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/polsegu/Claude-Code-Game-Dev/tree/main/.claude/skills/asset-spec
Command: npx skills add https://github.com/polsegu/Claude-Code-Game-Dev --skill asset-spec-polsegu

SYSTEM DOCUMENTATION & REQUIREMENTS

## What problem does it solve? The asset-spec skill automates the tedious and error-prone process of turning game design documents, levels, or character profiles into production-ready visual asset specifications and AI generation prompts, ensuring consistency with the project's art bible and technical constraints.

## Core Features & Use Cases

  • Identify explicit and implied assets from GDDs, level docs, or character profiles and group them by category (Sprite, VFX, Environment, UI, Audio, 3D).
  • Produce per-asset visual descriptions and ready-to-use AI image prompts anchored to the art bible's shape language and color system.
  • Coordinate specialist tasks (art-director and technical-artist) in full/lean/solo modes, capture conflicts between artistic direction and technical budgets, assign global ASSET IDs, and update or create the project asset manifest.
  • Use cases: speccing a new game system before production, generating art prompts for outsourced assets, and consolidating shared UI or VFX assets across levels.

### Quick Start Ask the assistant to run /asset-spec system:tower-defense to generate asset specifications for the Tower Defense system.

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 game design documents?

Generating AI image prompts from game design documents involves parsing GDDs or character profiles to extract implied assets. The system groups these by category and produces ready-to-use visual descriptions anchored to your art bible's shape language and color system.

What is the best way to maintain asset naming conventions across a game project?

Maintaining asset naming conventions is achieved by enforcing project standards during the asset specification process. The system coordinates technical-artist tasks, assigns global ASSET IDs, and updates the project asset manifest to ensure consistency across all generated assets.

Can I use a single tool to coordinate art director and technical artist tasks?

You can coordinate art director and technical artist tasks using full, lean, or solo modes. The system captures conflicts between artistic direction and technical budgets, ensuring visual specifications align with technical constraints before production.

How do I prepare production-ready asset manifests for VFX and UI elements?

Preparing production-ready asset manifests for VFX and UI elements requires extracting art bible rules and technical preferences from your design docs. The system categorizes assets, assigns sequential ASSET IDs, and creates manifest entries to consolidate shared resources across levels.

Does this approach work for speccing outsourced game art assets?

This approach works for speccing outsourced game art assets by generating per-asset visual specifications and AI generation prompts. It ensures external vendors receive consistent, art-bible-compliant descriptions and naming conventions for accurate asset delivery.