Asset Spec
Per-asset visual specs plus AI generation prompts from GDDs and character profiles.
Install
npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-spec -g -a claude-code -y- Repository
- Donchitos/Claude-Code-Game-Studios32.1k
- Category
- Engineering
- Updated
- 17d ago
- License
- MIT
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- No, instructions only
What it does
Per-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation
Asset Spec
If no argument is provided, check whether design/assets/entity-inventory.md exists:
- If it exists: read it, find the first entity or screen with status "Needed" but no spec file yet, and use
AskUserQuestion:- Prompt: "The next unspecced item is [name]. Generate specs for it?"
- Options:
[A] Yes, spec [name]/[B] Pick a different item/[C] Stop here
- If no entity inventory: check
design/assets/asset-manifest.md. If manifest exists, same flow above but reading from manifest. - If neither exists: start the Entity & Screen Inventory flow (Phase 0b below) rather than failing.
Every AskUserQuestion call follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt). Note: actually invoking an external image
generator (calling an image API) always prompts regardless of
modes.automation, it is an irreversible external action guarded
unconditionally, independent of whether external_calls is listed in
automation_always_ask. (Today this skill only emits generation-prompt
text; the guard applies if live generation is ever wired in.)
Phase 0b: Entity & Screen Inventory (runs when no arguments and no existing inventory)
This flow produces design/assets/entity-inventory.md, the master list of everything
the game needs visually. Run once before asset spec work begins.
