asset-spec

Generate per-asset visual specifications and AI prompts from GDDs and character profiles.

Updated Apr 4, 2026
One-click install
npx skills add https://github.com/WindXRan/y3td --skill asset-spec-windxran
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: asset-spec
Source: https://github.com/WindXRan/y3td/tree/main/.claude/skills/asset-spec
Command: npx skills add https://github.com/WindXRan/y3td --skill asset-spec-windxran

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes assets (resource) components.

What problem does it solve?

Asset work stalls when art requirements live only in scattered GDDs and level/character docs, causing inconsistent visuals and duplicate effort across teams.

Core Features & Use Cases

  • Inventory-first workflow: Builds or updates a master list of visual entities and UI screens, so spec writing covers everything that’s needed.
  • Context gathering from approved docs: Anchors every asset spec to the art bible and target source docs (system/level/character), including visual/audio requirements.
  • Prompt + technical constraints collaboration: In full mode, coordinates an art-director to write consistent visual descriptions and generation prompts, and a technical-artist to validate dimensions/formats/performance budgets.
  • Interactive approval and manifest tracking: Reviews asset lists and spec drafts with the user before writing specs, and updates a centralized asset manifest to prevent duplicates.

Quick Start

Use asset-spec to generate specs for a system by running: /asset-spec system:combat --review lean

Frequently Asked Questions about asset-spec

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

FAQPage Schema
How do I generate visual asset specifications from game design documents?

Generating visual asset specifications from GDDs involves parsing approved level, system, and character docs to extract requirements, then converting them into structured spec files and AI generation prompts that align with your art bible.

What is the best way to maintain visual consistency across game art assets?

Maintaining visual consistency requires anchoring every asset specification to an approved art bible during generation, ensuring all UI, VFX, and HUD elements adhere to unified technical constraints and visual descriptions.

How do I create an inventory manifest for game production pipelines?

Creating an inventory manifest involves building a master list of required visual entities and UI screens before drafting specs, allowing you to track approval statuses and prevent duplicate art efforts across teams.

Can I use prompt engineering to write technical constraints for UI VFX assets?

Yes, full mode coordinates an art-director for visual descriptions and a technical-artist to validate dimensions, formats, and performance budgets, outputting AI generation prompts with strict technical constraints.

Does asset spec generation work for character, level, and system pipelines?

Yes, asset spec generation applies to system, level, or character production pipelines by enumerating needed assets, visually describing them, and writing structured spec files tailored to each pipeline's source documents.