asset-spec

asset-spec is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 54 tokens per session (3,048 once invoked), scanned A, a copy of asset-spec, MIT.

A skill that creates detailed specifications and image-generation prompts for game assets from design documents, character profiles, or level plans.

In plain words
What is it for?
Use it to specify assets for a game system, level, or character after the art direction and design documents are approved.
Why use it?
It turns approved visual requirements into concrete per-asset instructions before production begins and records them in the asset manifest.

Skill for Claude Code

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

Good fit Use it to specify assets for a game system, level, or character after the art direction and design documents are approved.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-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 IdoCohen560/claude-unity-game-studio --skill asset-spec
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

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/idocohen560/claude-unity-game-studio/asset-spec/github.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/asset-spec)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/asset-spec"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/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/idocohen560/claude-unity-game-studio/asset-spec"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/asset-spec.svg" alt="Reviewed on agentmods" width="80" 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 3,048 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 91% 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 $0.03048
Opus 5 $0.00027 $0.01524
Sonnet 5 $0.00011 $0.00610
Haiku 4.5 $0.00005 $0.00305

Measured 9d ago against content hash b537ae2bc14b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, 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 9d 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

91% identical to asset-spec — 106 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.

examples/my-first-game/.claude/skills/asset-spec/SKILL.md · 265 lines

How it starts

The opening of the file, as written. The whole thing — 265 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/asset-manifest.md exists:

  • If it exists: read it, find the first context (system/level/character) with any asset at status "Needed" but no spec file written yet, and use AskUserQuestion:
    • Prompt: "The next unspecced context is [target]. Generate asset specs for it?"
    • Options: [A] Yes — spec [target] / [B] Pick a different target / [C] Stop here
  • If no manifest: fail with:

    "Usage: /asset-spec system:<name> — e.g., /asset-spec system:tower-defense Or: /asset-spec level:iron-gate-fortress / /asset-spec character:frost-warden Run after your art bible and GDDs are approved."


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

Mode behavior:

  • full (default): 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." Extract: Visual Identity Statement, Color System (semantic colors), Shape Language, Asset Standards (Section 8 — dimensions, formats, polycount budgets, texture resolution tiers).

  • Technical preferences: Read .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: Read design/narrative/characters/[target-name].md or search design/narrative/ for the character profile. Extract visual description, role, and any specified distinguishing features.

Read the full file on GitHub · 265 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. 9d ago First seen · 265 lines · 54 tokens per session scan A b537ae2bc14b

Subscribe to this mod's changes

asset-spec is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 54 tokens to every session and 3,048 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to asset-spec, differing in 106 lines, and is treated as a copy.

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