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asset-spec

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.

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SKILL.md
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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.

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.

Step 1 — Gather from docs

Read all available source material in parallel:

  • design/gdd/systems-index.md — extract every system listed
  • All GDDs in design/gdd/ — extract: Visual/Audio Requirements sections, UI elements mentioned, VFX events, any named entities (characters, enemies, buildings, items)
  • design/art/art-bible.md — extract: any named visual categories, asset type expectations
  • design/narrative/ — scan for any character or world entity documents if they exist (optional — not required)

Step 2 — Build proposed inventory

Organize everything found into categories:

Characters / Protagonists
Enemies / Creatures
Buildings / Structures
Environment / Terrain
Items / Props
VFX / Particles
UI Screens (list each screen by name)
HUD Elements
Audio (SFX, music — descriptions only, no generation prompts)
Other

For each item, note the source doc it was found in.

Step 3 — Present and collaborate

Present the full proposed inventory to the user in conversation. Then use AskUserQuestion:

  • Prompt: "I found [N] visual entities and [N] UI screens across your GDDs and art bible. Review the list — what's missing, what's not needed?"
  • Options:
    • [A] Looks good — save this inventory
    • [B] Add items I'll describe
    • [C] Remove items that don't apply
    • [D] Both add and remove — let me edit

If [B] or [D]: ask the user to describe additional items. Accept brief descriptions ("a medieval keep, used as a level background") or detailed ones — either works. Work through them collaboratively until the user is satisfied.

If [C] or [D]: ask which items to remove and why. Remove them from the list.

Step 4 — Write inventory

After user approval, ask: "May I write the entity inventory to design/assets/entity-inventory.md?"

Write the file:

# Visual Entity & Screen Inventory

> Generated: [date]
> Sources: [list of source docs read]

## Entities

| # | Name | Type | Description | Source | Status |
|---|------|------|-------------|--------|--------|
| 1 | [name] | Character / Enemy / Building / Environment / Item / Other | [brief description] | [source doc] | Needed |

## UI Screens

| # | Screen Name | Description | Source | Status |
|---|-------------|-------------|--------|--------|
| 1 | Main Menu | [description] | [source] | Needed |

## HUD Elements

| # | Element | Description | Source | Status |
|---|---------|-------------|--------|--------|

## Audio

| # | Name | Type (SFX / Music / Ambient) | Description | Source | Status |
|---|------|------------------------------|-------------|--------|--------|

After writing, tell the user:

"Entity inventory saved. Next steps:

  • Run /ux-design [screen name] for each UI screen in the inventory
  • Run /asset-spec entity:[name] to spec each visual entity
  • Or run /asset-spec again to work through the inventory one item at a time"

Phase 0: Parse Arguments

Extract:

  • Target type: system, level, or character
  • Target name: the name after the colon (normalize to kebab-case)
  • Review mode: --review [full|lean|solo] if present

Mode behavior:

  • full (default): spawn both art-director and technical-artist in parallel
  • lean: spawn art-director only — faster, skips technical constraint pass
  • solo: no agent spawning — main session writes specs from art bible rules alone. Use for simple asset categories or when speed matters more than depth.

Phase 1: Gather Context

Read all source material before asking the user anything.

Required reads:

  • Art bible: Read design/art/art-bible.md — fail if missing:

    "No art bible found. Run /art-bible first — 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.

Source doc reads (by target type):

  • system: Read 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].md is empty. Either run /design-system [target-name] to complete the GDD, or describe the visual needs manually." Use AskUserQuestion: [A] Describe needs manually / [B] Stop — complete the GDD first

  • level: Read design/levels/[target-name].md. Extract art requirements, asset list, VFX needs, and the art-director's production concept specs from Step 4.
  • character or entity: Read design/narrative/characters/[target-name].md or search design/narrative/ and design/assets/entity-inventory.md for a matching entry. Extract visual description, role, and any specified distinguishing features.
    • If no source doc exists: do not fail. Instead, use AskUserQuestion:
      • Prompt: "No profile found for [name]. Describe it briefly — a sentence or two is enough."
      • Options: [A] Describe it now / [B] Skip this entity / [C] Stop here
      • If [A]: the user's description becomes the source. Brief answers produce concise specs; detailed answers produce detailed specs. Accept whatever level of detail the user provides and work from it.

Optional reads:

  • Existing manifest: Read design/assets/asset-manifest.md if it exists — extract already-specced assets for this target to avoid duplicates.
  • Related specs: Glob 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).

Present context summary:

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"]

Phase 2: Asset Identification

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:

  • Sprite / 2D Art — character sprites, UI icons, tile sheets
  • VFX / Particles — hit effects, ambient particles, screen effects
  • Environment — props, tiles, backgrounds, skyboxes
  • UI — HUD elements, menu art, fonts (if custom)
  • Audio — SFX, music tracks, ambient loops (note: audio specs are descriptions only — no generation prompts)
  • 3D Assets — meshes, materials (if applicable per engine)

Present the full identified list to the user. Use AskUserQuestion:

  • Prompt: "I identified [N] assets across [N] categories for [target]. Review before speccing:"
  • Show the grouped list in conversation text first
  • Options: [A] Proceed — spec all of these / [B] Remove some assets / [C] Add assets I didn't catch / [D] Adjust categories

Do NOT proceed to Phase 3 without user confirmation of the asset list.


Phase 3: Spec Generation

Spawn specialist agents based on review mode. Issue all Task calls simultaneously — do not wait for one before starting the next.

Full mode — spawn in parallel:

art-director via Task:

  • Provide: full asset list from Phase 2, art bible Visual Identity Statement, Color System, Shape Language, the source doc's visual requirements, and any reference games/art mentioned in the art bible Section 9
  • Ask: "For each asset in this list, produce: (1) a 2–3 sentence visual description anchored to the art bible's shape language and color system — be specific enough that two different artists would produce consistent results; (2) a generation prompt ready for use with AI image tools (Midjourney/Stable Diffusion style — include style keywords, composition, color palette anchors, negative prompts); (3) which art bible rules directly govern this asset (cite by section). For audio assets, describe the sonic character instead of a generation prompt."

technical-artist via Task:

  • Provide: full asset list, art bible Asset Standards (Section 8), technical-preferences.md performance budgets, engine name and version
  • Ask: "For each asset in this list, specify: (1) exact dimensions or polycount (match the art bible Asset Standards tiers — do not invent new sizes); (2) file format and export settings; (3) naming convention (from technical-preferences.md); (4) any engine-specific constraints this asset type must respect; (5) LOD requirements if applicable. Flag any asset type where the art bible's preferred standard conflicts with the engine's constraints."

Lean mode — spawn art-director only (skip technical-artist).

Solo mode — skip both. Derive specs from art bible rules alone, noting that technical constraints were not validated.

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.


Phase 4: Compile and Review

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:

  • Prompt: "Asset specs for [target] — [N] assets. Review complete?"
  • Options: [A] Approve all — write to file / [B] Revise a specific asset / [C] Regenerate with different direction

If [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.


Phase 5: Write Spec File

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?"


Phase 6: Close

Use AskUserQuestion:

  • Prompt: "Asset specs complete for [target]. What's next?"
  • Options:
    • [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 here

Asset ID Assignment

Asset 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.


Shared Asset Protocol

Before speccing an asset, check if an equivalent already exists in another context's spec:

  • Common UI elements (health bars, score displays) are often shared across systems
  • Generic environment props may appear in multiple levels
  • Character VFX (hit sparks, death effects) may reuse a base spec with color variants

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."


Error Recovery Protocol

If any spawned agent returns BLOCKED or cannot complete:

  1. Surface immediately: "[AgentName]: BLOCKED — [reason]"
  2. In lean mode or if technical-artist blocks: proceed with art-director output only — note that technical constraints were not validated
  3. In solo mode or if art-director blocks: derive descriptions from art bible rules — flag as "Art director not consulted — verify against art bible before production"
  4. Always produce a partial spec — never discard work because one agent blocked

Collaborative Protocol

Every phase follows: Identify → Confirm → Generate → Review → Approve → Write

  • Never spec assets without first confirming the asset list with the user
  • Always anchor specs to the art bible — a spec that contradicts the art bible is wrong
  • Surface all agent disagreements — do not silently pick one
  • Write the spec file only after explicit approval
  • Update the manifest immediately after writing the spec

Recommended Next Steps

  • Run /asset-spec [next-context] to continue speccing remaining systems, levels, or characters
  • Run /asset-audit to validate delivered assets against the written specs and identify gaps or mismatches
Repository
Donchitos/Claude-Code-Game-Studios
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