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asset-spec

Per-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.

Quality

79%

Does it follow best practices?

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SecuritybySnyk

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tessl review fix ./.claude/skills/asset-spec/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

85%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is a well-sequenced, highly actionable multi-phase workflow with explicit confirmation gates, copy-ready templates, and an agent-failure feedback loop. Its main weaknesses are mild verbosity in a few speculative/exception passages and the absence of any progressive disclosure — a monolithic 400-line SKILL.md that inlines content (inventory flow, file templates) better split into reference files.

Suggestions

Move the Entity & Screen Inventory flow (Phase 0b) and the three file templates (entity-inventory.md, spec file, asset-manifest.md) into a references/ file (e.g., references/templates.md) with a one-line pointer per use, shrinking SKILL.md substantially.

Trim the speculative image-generator guard note to a single sentence about the unconditional prompt guard, deleting the forward-looking rationale.

Condense the minimal-path exception paragraph to its operative rule (anchor wording, brief-anchor line, no Art Bible citations) plus one example line.

DimensionReasoningScore

Conciseness

The body is dense operational instruction with almost no explanation of concepts Claude already knows, but a few patches could be trimmed — e.g., the speculative image-generator guard note ("Today this skill only emits generation-prompt *text*; the guard applies if live generation is ever wired in") and the long minimal-path exception paragraph. Efficient with minor over-explanation fits anchor 4 rather than 5 or 3.

4 / 5

Actionability

Guidance is fully executable: exact AskUserQuestion prompts with option sets, copy-ready markdown templates for the inventory/spec/manifest files, concrete grep commands (e.g., `Grep pattern="## (Visual/Audio Requirements|UI Requirements)" glob="design/gdd/*.md" output_mode="content" -A 25`), complete agent-spawn briefs, and explicit ID-assignment rules. This matches the copy-paste-ready, common-cases-covered anchor 5.

5 / 5

Workflow Clarity

Phases 0b through 6 are clearly sequenced with explicit validation checkpoints — user confirmation of the asset list ("Do NOT proceed to Phase 3 without user confirmation"), review-and-approve gates before every write, update-in-place rules for re-runs, and an Error Recovery Protocol providing a feedback loop for blocked agents. This matches anchor 5's sequence + validation + error-recovery pattern.

5 / 5

Progressive Disclosure

There are no bundle files (no references/, scripts/, or assets/ directories), so all ~400 lines live in SKILL.md. Section headers are clear and external project docs (.claude/docs/automation-modes.md, technical-preferences.md) are one level deep and signaled, but the inlined Entity & Screen Inventory flow and the three full file templates clearly belong in separate reference files. This fits anchor 3 — structure present, but content that should be separate is inline — rather than 4.

3 / 5

Total

17

/

20

Passed

Description

66%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description states concrete deliverables and sources clearly and occupies a distinct niche in the game-design pipeline, but it lacks an explicit trigger clause. "After the art bible" signals pipeline position, not when a user should invoke the skill, which caps completeness and leaves trigger-term coverage short of comprehensive.

Suggestions

Add an explicit trigger clause, e.g., "Use when speccing visual assets for systems, levels, or characters, or when the user mentions asset specs, generation prompts, or sprite/VFX needs."

Include the other supported targets (levels) and key outputs (entity inventory, asset manifest) so the description covers what the skill actually does end-to-end.

Add natural trigger synonyms users would say — "art assets", "sprites", "VFX", "asset list" — to improve trigger-term coverage.

DimensionReasoningScore

Specificity

The description names two concrete deliverables ("Per-asset visual specs plus AI generation prompts") and their sources ("from GDDs and character profiles"), with only minor gaps such as the inventory and manifest workflows. It lists several specific actions but is not comprehensive, matching anchor 4 rather than 5.

4 / 5

Completeness

The "what" is clear (per-asset visual specs and AI generation prompts), but the only "when" guidance is the sequencing hint "After the art bible" — there is no explicit "Use when..." clause or trigger phrase, which caps completeness at 3 per the rubric guideline. It is not 4 because the when is implicit rather than explicit, and not 2 because the what is concrete and present.

3 / 5

Trigger Term Quality

"visual specs", "AI generation prompts", "GDDs", and "character profiles" are natural terms users of a game-design pipeline would say, but common variations like level art, sprites, or art assets are absent. Good coverage with a few natural terms missing fits anchor 4, not 3 (coverage is solid, not partial) and not 5 (no synonym or extension breadth).

4 / 5

Distinctiveness Conflict Risk

"Per-asset visual specs plus AI generation prompts from GDDs and character profiles" carves a distinct niche, though it risks minor overlap with closely related skills in a game-design suite (e.g., an art-bible or asset-audit skill). Mostly distinct with minor overlap risk fits anchor 4 rather than 5 or 3.

4 / 5

Total

15

/

20

Passed

Validation

87%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 14 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

allowed_tools_field

'allowed-tools' contains unusual tool name(s)

Warning

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

14

/

16

Passed

Repository

Donchitos/Claude-Code-Game-Studios

Path

.claude/skills/asset-spec/SKILL.md

Reviewed

Table of Contents

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