asset-spec

asset-spec is a skill for Claude Code from Donchitos/Claude-Code-Game-Studios. It costs 25 tokens per session (4,945 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.

Good fit Use it after the game's art direction and design documents are approved to specify needed characters, environments, interface elements, effects, and other visuals.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/donchitos/claude-code-game-studios/asset-spec
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 · 26,985 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.

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/github.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/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for asset-spec

Your own site · 80×15
<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="Reviewed on agentmods" width="80" height="20"></a>
Per session 25 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,945 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 2 findings, up to high

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • high YARA Match · line 3
    YARA rule matched a hack tool or exploit indicator (offensive tools, reconnaissance, privilege escalation, or exploit frameworks).
    Fix: Remove offensive tool references and exploit code. Legitimate agent skills should not contain penetration testing tools, exploit frameworks, or reconnaissance utilities.
  • medium Excessive Agency · line 7
    Skill selects an external model or provider that may use a different account or billing plan than the operator expects. Undisclosed model switches can cause unexpected cost or quota consumption.
    Fix: Remove the model/provider override or disclose it prominently and require explicit operator approval before invoking an external coding CLI or billed model.
How audits are shown
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 $0.00025 $0.04945
Opus 5.5 $0.00010 $0.01978
Sonnet 5.5 $0.00005 $0.00989
Haiku 4.5 $0.00003 $0.00494

Measured yesterday against content hash 8e9126653dcf, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 yesterday.

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 · 417 lines

How it starts

The opening of the file, as written. The whole thing — 417 lines — stays where its author put it; the contents beside it link to each section on GitHub.

!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, each doc by section: find the headings you need with the Grep tool (pattern ^#, content mode) and Read those ranges with offset and limit.

  • 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)

Read the full file on GitHub · 417 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. yesterday Changed · +4 lines 8e9126653dcf
  2. 12d ago Changed · +2 lines e28d4ad4286b
  3. 21d ago Changed · +27 lines e9cac66c0630
  4. 26d ago Changed 9977d172220a
  5. 27d ago Changed · +31 lines · -29 tokens per session b9cdad9adfa5
  6. 1mo 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 (26,985 stars, last pushed 2d ago), licensed MIT. It adds 25 tokens to every session and 4,945 once invoked, about $0.0001 per session on Opus 5.5. 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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