asset-spec

asset-spec is a skill for Codex from frabcd/codex-ai-game-studio. It costs 54 tokens per session (4,043 once invoked), scanned A, a copy of asset-spec, MIT.

A workflow for writing visual specifications and image-generation prompts for a game's characters, objects, levels, or screens.

In plain words
What is it for?
Use it after the game's art direction and design documents are approved, to define needed assets and update the project's asset list.
Why use it?
It turns approved game design into clear art requirements before visual production begins.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions subagents; mentions Codex; $skill-name invocation.

Good fit Use it after the game's art direction and design documents are approved, to define needed assets and update the project's asset list.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/frabcd/codex-ai-game-studio/asset-spec
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 frabcd/codex-ai-game-studio --skill asset-spec
Clone the repo
git clone --depth 1 https://github.com/frabcd/codex-ai-game-studio

Made for: Codex.

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/frabcd/codex-ai-game-studio/asset-spec.svg)](https://agentmods.dev/skills/frabcd/codex-ai-game-studio/asset-spec)
Your own site
<a href="https://agentmods.dev/skills/frabcd/codex-ai-game-studio/asset-spec"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/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 4,043 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.
Origin 88% copy Near-identical to another mod 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 $0.04043
Opus 5 $0.00027 $0.02021
Sonnet 5 $0.00011 $0.00809
Haiku 4.5 $0.00005 $0.00404

Measured 8d ago against content hash 9b432a85d465, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, 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 8d 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

This is a copy

88% identical to asset-spec — 58 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

plugins/ai-game-studio/skills/asset-spec/SKILL.md · 355 lines

How it starts

The opening of the file, as written. The whole thing — 355 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Port provenance: adapted from the pinned upstream source at 984023ddac0d5e27624f2baacde6105e45de375f under MIT; see the repository parity ledger for the exact path and blob.

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 the available user-input mechanism:
    • 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 the available user-input mechanism:

  • 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 · 355 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 8d ago First seen · 355 lines · 54 tokens per session scan A 9b432a85d465

Subscribe to this mod's changes

asset-spec is a skill published in the GitHub repository frabcd/codex-ai-game-studio (9 stars, last pushed yesterday), licensed MIT. It adds 54 tokens to every session and 4,043 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 88% identical to asset-spec, differing in 58 lines, and is treated as a copy.

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