Agent skill

Game Asset Spec Writer

by Donchitos in Donchitos/Claude-Code-Game-Studios

Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.

MITAuto-check passedGame Development

Install Game Asset Spec Writer

skills CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-spec -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Donchitos/Claude-Code-Game-Studios asset-spec --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/asset-spec .claude/skills/asset-spec && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
asset-spec
GitHub stars
26k
Token cost
~5k tokens
SKILL.md length
2,295 words
Files
1
Skills in repo
73
Repo updated
First seen
Licence
MIT

At a glance

Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.

  • Works in 4 steps: Gather from docs → Build proposed inventory → Present and collaborate → …
  • Writing the next asset's visual spec after the art bible is finished
  • SKILL.md covers Phase 0b: Entity & Screen…, Phase 0: Parse Arguments, Phase 1: Gather Context and Phase 2: Asset Identification, plus 9 more sections
  • Calls bash

What it does

When run with no argument, the agent looks for an existing entity inventory or asset manifest and asks whether to generate specs for the next item marked Needed but not yet specced, offering to pick a different item or stop instead. If neither file exists, it first runs an inventory phase that reads the GDD's systems index, greps each GDD's Visual and UI Requirements sections rather than reading every document in full, checks a named-entity registry when present, and pulls categories from the art bible, producing a master entity-inventory file before any spec writing begins.

Every AskUserQuestion call follows the project's automation-mode rules, so how often the agent pauses to confirm depends on whether the mode is collaborative, guided or autonomous, except that actually calling an external image generation API always requires confirmation regardless of mode, since it is an irreversible external action; today the skill only produces generation-prompt text rather than calling a generator itself.

When your agent uses it

  • Writing the next asset's visual spec after the art bible is finished
  • Building the entity and screen inventory for a game before spec work starts
  • Generating an AI image prompt for a specific character or enemy

Example prompts

  • “Generate the asset spec for the next unspecced item in the inventory.”
  • “Build the entity and screen inventory from our GDD and art bible.”
  • “Write the visual spec and generation prompt for the goblin scout enemy.”

Requirements

  • A game design document, art bible and (optionally) an entity registry in the project
  • Pre-approved tools (allowed-tools): Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/asset-spec/../../hooks/yaml-helper.sh" resolve_config *)

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. Gather from docs
  2. Build proposed inventory
  3. Present and collaborate
  4. Write inventory

What it can do on your machine

Read from SKILL.md and the folder at commit be8993b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Glob
    • Grep
    • Write
    • Edit
    • Agent
    • AskUserQuestion
    • Bash(bash "*/.claude/skills/asset-spec/../../hooks/yaml-helper.sh" resolve_config *)

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • bash

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Game Asset Spec Writer loads about 5k tokens when it runs. Until then it costs about 29 tokens; SKILL.md has 2,295 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~29
When it runs · the whole SKILL.md, loaded when a task matches
~5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from Donchitos/Claude-Code-Game-Studios at commit be8993b, republished under its MIT licence (© Donchitos). 2,295 words, ~5,021 tokens.

Download SKILL.mdSave it as .claude/skills/asset-spec/SKILL.md (or your agent's skills folder).
name
asset-spec
description
Per-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
allowed-tools
Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/asset-spec/../../hooks/yaml-helper.sh" resolve_config *)
argument-hint
[system:<name> | level:<name> | character:<name>] [--review full|lean|solo]
user-invocable
true
model
sonnet

!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.

Step 1 — Gather from docs

Read all available source material in parallel:

  • design/gdd/systems-index.md — extract every system listed
  • GDD asset content — do not full-read every GDD. The two wanted sections are standard headings, and named entities live in the registry:
    Grep pattern="## (Visual/Audio Requirements|UI Requirements)" glob="design/gdd/*.md" output_mode="content" -A 25
    For named entities (characters, enemies, buildings, items), read design/registry/entities.yaml (entities/items) if it exists and has entries; otherwise grep the GDDs for named content. Full-read a GDD only when its Visual/Audio section is missing or reads [To be designed] (Phase 1 already handles that case). VFX events surface in the Visual/Audio grep context.
  • 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:

markdown
# 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 system:[name], level:[name] or character:[name] for each visual entity — whichever of the three the entity belongs to
  • 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

The effective mode is the one already resolved at the top of this skill via resolve_config --keys review_mode, which applies the full chain; with nothing set it follows modes.rigor — solo at minimal (the default), lean at standard, full at full. A --review argument overrides it for this run only.

Mode behavior:

  • full: 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."

    Exception — the minimal path. If there is no art bible but design/game-brief.md exists (at rigor: minimal no art bible is required), do not fail: anchor the specs in the brief's Art & audio direction line, and say so at the top of the output — "Anchored to the brief's one-line art direction; there is no art bible, so colour, shape and asset-standard rules below are proposals, not constraints." Offer /art-bible once, as optional. The written spec follows the same anchor: its header reads > **Art direction**: design/game-brief.md (Art & audio direction) — no art bible in place of the > **Art Bible**: line, each asset carries **Brief anchor:** [the brief line applied] in place of the Art Bible Anchors block, and no spec cites an Art Bible section or §8 tier. Extract: Visual Identity Statement, Color System (semantic colors), Shape Language, Asset Standards (art bible Section 8 — dimensions, formats, polycount budgets, texture resolution tiers).

  • Project config: Read performance.* and naming.* from project.yaml; for any key absent or empty (including when project.yaml has no performance or naming block), fall back to .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:
  • This target's existing spec: if design/assets/specs/[target-name]-assets.md exists, read it — this is a re-run, and Phase 2 proposes only what is new or changed since (Phase 5 updates the file in place).
  • 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 Agent calls simultaneously — do not wait for one before starting the next.

Show full SKILL.md (928 more words)Show less
Full mode — spawn in parallel:

art-director via Agent:

  • 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 Agent:

  • Provide: full asset list, art bible Asset Standards (Section 8), performance budgets (performance.* from project.yaml, else technical-preferences.md), 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 (naming.* from project.yaml, else 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.

Announce every skipped agent by name in the output, before the specs: "technical-artist skipped — Lean mode: technical constraints not validated." / "art-director and technical-artist skipped — Solo mode: specs derived in this session; technical constraints not validated." A spec drafted without an agent must not read like one an agent reviewed.

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?"

If that file already exists (a re-run for the same target), update it in place — never overwrite it wholesale. Keep its existing ASSET-NNN blocks and IDs, apply only the changes the user approved, and append new assets with the next project-wide IDs. Show what changes, then ask "May I update design/assets/specs/[target-name]-assets.md?" instead of "May I write".

Write the file with:

markdown
# 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:

markdown
# 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 — on a re-run for this target, add the new rows to its existing block instead of appending a second one — 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

Applies in collaborative mode (the default). For guided and autonomous modes, see .claude/docs/automation-modes.md — the rules below describe what collaborative mode requires, not universal behavior.

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

  • 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

© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/asset-spec of Donchitos/Claude-Code-Game-Studios.

Open the folder on GitHubat commit be8993b

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Questions about Game Asset Spec Writer

What does Game Asset Spec Writer do?

Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory. When run with no argument, the agent looks for an existing entity inventory or asset manifest and asks whether to generate specs for the next item marked Needed but not yet specced, offering to pick a different item or stop instead. If neither file exists, it first runs an inventory phase that reads the GDD's systems index, greps each GDD's Visual and UI Requirements sections rather than reading every document in full, checks a named-entity registry when present, and pulls categories from the art bible, producing a master entity-inventory file before any spec writing begins.

When should I use Game Asset Spec Writer?

Game Asset Spec Writer fits situations like: writing the next asset's visual spec after the art bible is finished; building the entity and screen inventory for a game before spec work starts; generating an AI image prompt for a specific character or enemy.

How do I install Game Asset Spec Writer in Claude Code?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-spec -a claude-code`. Or copy the skill folder (.claude/skills/asset-spec in Donchitos/Claude-Code-Game-Studios) into .claude/skills/asset-spec in your project. Claude Code loads it when a task matches its description.

How do I install Game Asset Spec Writer in Codex?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-spec -a codex`. Or copy the skill folder (.claude/skills/asset-spec in Donchitos/Claude-Code-Game-Studios) into .agents/skills/asset-spec in your project. Codex loads it when a task matches its description.

Can I use Game Asset Spec Writer in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-spec -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/asset-spec, .gemini/skills/asset-spec, .github/skills/asset-spec and .opencode/skills/asset-spec in your project.

What does Game Asset Spec Writer need to run?

Going by SKILL.md and its folder, Game Asset Spec Writer needs the command-line tools its instructions call (bash). Our summary lists: A game design document, art bible and (optionally) an entity registry in the project. Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/asset-spec/../../hooks/yaml-helper.sh" resolve_config *).

Does Game Asset Spec Writer access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Game Asset Spec Writer safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Game Asset Spec Writer use?

Game Asset Spec Writer is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Game Asset Spec Writer use?

About 5k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Game Asset Spec Writer?

Skills that share tags, products or a category with Game Asset Spec Writer: Game Art Direction (zenstory-ai/novel-to-game, 841 stars), Unity AI Game Creator (sickn33/agentic-awesome-skills, 47k stars), Game Asset Generator (htdt/godogen, 7.1k stars) and Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Asset Spec Writer?

Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,951 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on October 8, 2026.

Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.