asset-spec

asset-spec is a skill for Claude Code from Donchitos/Claude-Code-Game-Studios. It costs 54 tokens per session (3,902 once invoked), scanned A, original, MIT.

A workflow that turns game design documents into visual specifications for each required asset, such as a character, item, or screen, along with prompts for generating the artwork. It also maintains a master list of the game's visual assets.

In plain words
What is it for?
Use it after the game's art direction and design documents are approved to specify needed characters, environments, interface elements, effects, and other visuals.
Why use it?
It gives artists or image-generation tools clearer instructions and keeps asset planning organized before production begins.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: model in frontmatter; names the AskUserQuestion tool.

About the project

Claude Code Game Studios is a setup that organizes Claude Code into a coordinated game-development team of specialized AI agents. It supports game projects across design, programming, art, audio, narrative, quality assurance, and production, with skills and workflows for coordinating that work.

Donchitos/Claude-Code-Game-Studios · 24,834 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/donchitos/claude-code-game-studios/asset-spec
Any agent
npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-spec
Clone the repo
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for asset-spec

README.md
[![agentmods](https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/asset-spec.svg)](https://agentmods.dev/skills/donchitos/claude-code-game-studios/asset-spec)
Your own site
<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/asset-spec"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/asset-spec.svg" alt="Measured on agentmods" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,902 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00054 $0.03902
Opus 5 $0.00027 $0.01951
Sonnet 5 $0.00011 $0.00780
Haiku 4.5 $0.00005 $0.00390

Measured 6d ago against content hash 3a53c309c5e8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

asset-spec scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

5 near-identical copies found in the catalogue:

.claude/skills/asset-spec/SKILL.md · 353 lines

How it starts

The opening of the file, as written. The whole thing — 353 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Read the full file on GitHub · 353 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 6d ago First seen · 353 lines · 54 tokens per session scan A 3a53c309c5e8

Subscribe to this mod's changes

asset-spec is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,834 stars, last pushed 3mo ago), licensed MIT. It adds 54 tokens to every session and 3,902 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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