### Asset Spec
Works with
description: "Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run
argument-hint: "[system:<name> | level:<name> | character:<name>] [--review full|lean|solo]"
allowed-tools: Read, Glob, Grep, Write, Edit, Task, AskUserQuestion
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versionasset-specExecute the skills CLI command in your project's root directory to begin installation:
Fetches asset-spec from Donchitos/Claude-Code-Game-Studios and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate asset-spec. Access via /asset-spec in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Automate repetitive workflows and reduce manual effort
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Generate reports, summarize documents, draft communications
Save 3-5 hours per week on routine tasks
Learn new skills, understand complex topics, get expert guidance
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Explain concepts, provide examples, suggest learning resources
Accelerate learning and skill development by 2x
Enhance output quality through reviews, suggestions, and refinements
Example
Review drafts, suggest improvements, catch errors
Improve work quality by 30-40% with less effort
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| name | asset-spec |
| description | "Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins." |
| argument-hint | "[system:<name> | level:<name> | character:<name>] [--review full|lean|solo]" |
| user-invocable | true |
| allowed-tools | Read, Glob, Grep, Write, Edit, Task, AskUserQuestion |
If no argument is provided, check whether design/assets/asset-manifest.md exists:
AskUserQuestion:
[A] Yes — spec [target] / [B] Pick a different target / [C] Stop here"Usage:
/asset-spec system:<name>— e.g.,/asset-spec system:tower-defenseOr:/asset-spec level:iron-gate-fortress//asset-spec character:frost-wardenRun after your art bible and GDDs are approved."
Extract:
system, level, or character--review [full|lean|solo] if presentMode behavior:
full (default): spawn both art-director and technical-artist in parallellean: spawn art-director only — faster, skips technical constraint passsolo: no agent spawning — main session writes specs from art bible rules alone. Use for simple asset categories or when speed matters more than depth.Read all source material before asking the user anything.
Art bible: Read design/art/art-bible.md — fail if missing:
"No art bible found. Run
/art-biblefirst — asset specs are anchored to the art bible's visual rules and asset standards." Extract: Visual Identity Statement, Color System (semantic colors), Shape Language, Asset Standards (Section 8 — dimensions, formats, polycount budgets, texture resolution tiers).
Technical preferences: Read .claude/docs/technical-preferences.md — extract performance budgets and naming conventions.
design/gdd/[target-name].md. Extract the Visual/Audio Requirements section. If it doesn't exist or reads [To be designed]:
"The Visual/Audio section of
design/gdd/[target-name].mdis empty. Either run/design-system [target-name]to complete the GDD, or describe the visual needs manually." UseAskUserQuestion:[A] Describe needs manually/[B] Stop — complete the GDD first
design/levels/[target-name].md. Extract art requirements, asset list, VFX needs, and the art-director's production concept specs from Step 4.design/narrative/characters/[target-name].md or search design/narrative/ for the character profile. Extract visual description, role, and any specified distinguishing features.design/assets/asset-manifest.md if it exists — extract already-specced assets for this target to avoid duplicates.design/assets/specs/*.md — scan for assets that could be shared (e.g., a common UI element specced for one system might apply here too).Asset Spec: [Target Type] — [Target Name]
- Source doc: [path] — [N] asset types identified
- Art bible: found — Asset Standards at Section 8
- Existing specs for this target: [N already specced / none]
- Shared assets found in other specs: [list or "none"]
From the source doc, extract every asset type mentioned — explicit and implied.
For systems: look for VFX events, sprite references, UI elements, audio triggers, particle effects, icon needs, and any "visual feedback" language.
For levels: look for unique environment props, atmospheric VFX, lighting setups, ambient audio, skybox/background, and any area-specific materials.
For characters: look for sprite sheets (idle, walk, attack, death), portrait/avatar, VFX attached to abilities, UI representation (icon, health bar skin).
Group assets into categories:
Present the full identified list to the user. Use AskUserQuestion:
[A] Proceed — spec all of these / [B] Remove some assets / [C] Add assets I didn't catch / [D] Adjust categoriesDo NOT proceed to Phase 3 without user confirmation of the asset list.
Spawn specialist agents based on review mode. Issue all Task calls simultaneously — do not wait for one before starting the next.
art-director via Task:
technical-artist via Task:
Collect both responses before Phase 4. If any conflict exists between art-director and technical-artist (e.g., art-director specifies 4K textures but technical-artist flags the engine budget requires 512px), surface it explicitly — do NOT silently resolve.
Combine the agent outputs into a draft spec per asset. Present all specs in conversation text using this format:
## ASSET-[NNN] — [Asset Name]
| Field | Value |
|-------|-------|
| Category | [Sprite / VFX / Environment / UI / Audio / 3D] |
| Dimensions | [e.g. 256×256px, 4-frame sprite sheet] |
| Format | [PNG / SVG / WAV / etc.] |
| Naming | [e.g. vfx_frost_hit_01.png] |
| Polycount | [if 3D — e.g. <800 tris] |
| Texture Res | [e.g. 512px — matches Art Bible §8 Tier 2] |
**Visual Description:**
[2–3 sentences. Specific enough for two artists to produce consistent results.]
**Art Bible Anchors:**
- §3 Shape Language: [relevant rule applied]
- §4 Color System: [color role — e.g. "uses Threat Blue per semantic color rules"]
**Generation Prompt:**
[Ready-to-use prompt. Include: style keywords, composition notes, color palette anchors, lighting direction, negative prompts.]
**Status:** Needed
After presenting all specs, use AskUserQuestion:
[A] Approve all — write to file / [B] Revise a specific asset / [C] Regenerate with different directionIf [B]: ask which asset and what to change. Revise inline and re-present. Do NOT re-spawn agents for minor text revisions — only re-spawn if the visual direction itself needs to change.
If [C]: ask what direction to change. Re-spawn the relevant agent with the updated brief.
After approval, ask: "May I write the spec to design/assets/specs/[target-name]-assets.md?"
Write the file with:
# Asset Specs — [Target Type]: [Target Name]
> **Source**: [path to source GDD/level/character doc]
> **Art Bible**: design/art/art-bible.md
> **Generated**: [date]
> **Status**: [N] assets specced / [N] approved / [N] in production / [N] done
[all asset specs in ASSET-NNN format]
Then update design/assets/asset-manifest.md. If it doesn't exist, create it:
# Asset Manifest
> Last updated: [date]
## Progress Summary
| Total | Needed | In Progress | Done | Approved |
|-------|--------|-------------|------|----------|
| [N] | [N] | [N] | [N] | [N] |
## Assets by Context
### [Target Type]: [Target Name]
| Asset ID | Name | Category | Status | Spec File |
|----------|------|----------|--------|-----------|
| ASSET-001 | [name] | [category] | Needed | design/assets/specs/[target]-assets.md |
If the manifest already exists, append the new context block and update the Progress Summary counts.
Ask: "May I update design/assets/asset-manifest.md?"
Use AskUserQuestion:
[A] Spec another system — /asset-spec system:[next-system][B] Spec a level — /asset-spec level:[level-name][C] Spec a character — /asset-spec character:[character-name][D] Run /asset-audit — validate delivered assets against specs[E] Stop hereAsset IDs are assigned sequentially across the entire project — not per-context. Read the manifest before assigning IDs to find the current highest number:
Grep pattern="ASSET-" path="design/assets/asset-manifest.md"
Start new assets from ASSET-[highest + 1]. This ensures IDs are stable and unique across the whole project.
If no manifest exists yet, start from ASSET-001.
Before speccing an asset, check if an equivalent already exists in another context's spec:
If a match is found: reference the existing ASSET-ID rather than creating a duplicate. Note the shared usage in the manifest's referenced-by column.
"ASSET-012 (Generic Hit Spark) already specced for Combat system. Reusing for Tower Defense — adding tower-defense to referenced-by."
If any spawned agent returns BLOCKED or cannot complete:
lean mode or if technical-artist blocks: proceed with art-director output only — note that technical constraints were not validatedsolo mode or if art-director blocks: derive descriptions from art bible rules — flag as "Art director not consulted — verify against art bible before production"Every phase follows: Identify → Confirm → Generate → Review → Approve → Write
/asset-spec [next-context] to continue speccing remaining systems, levels, or characters/asset-audit to validate delivered assets against the written specs and identify gaps or mismatchesPrerequisites
Time Estimate
15-45 minutes depending on use case complexity
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.
✗ Avoid when
Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.
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asset-spec is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
Keeps context tight: asset-spec is the kind of skill you can hand to a new teammate without a long onboarding doc.
asset-spec is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
Registry listing for asset-spec matched our evaluation — installs cleanly and behaves as described in the markdown.
asset-spec fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
Useful defaults in asset-spec — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
We added asset-spec from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
I recommend asset-spec for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
asset-spec is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
Useful defaults in asset-spec — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
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