Skills

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
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.

Read the whole SKILL.md on GitHub

More in Engineering