asset-spec

asset-spec is a skill for Claude Code from striderZA/OpenCodeGameStudios. It costs 54 tokens per session (3,035 once invoked), scanned A, a copy of asset-spec, MIT.

A game-art planning tool that turns game design documents into detailed specifications and image-generation prompts for each asset. It also updates a central list of planned assets.

In plain words
What is it for?
It helps specify visual assets for game systems, levels, and characters using an approved art bible and design documents.
Why use it?
It gives artists and developers a shared description of what every asset should look like before production starts.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: installed under .agents/ (shared by several agents).

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/striderza/opencodegamestudios/asset-spec
Any agent
npx skills add striderZA/OpenCodeGameStudios --skill asset-spec
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

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/striderza/opencodegamestudios/asset-spec.svg)](https://agentmods.dev/skills/striderza/opencodegamestudios/asset-spec)
Your own site
<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/asset-spec"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/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 3,035 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 89% 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 $0.03035
Opus 5 $0.00027 $0.01517
Sonnet 5 $0.00011 $0.00607
Haiku 4.5 $0.00005 $0.00303

Measured 2d ago against content hash 80ad1243ccb1, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, 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 2d 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

89% identical to asset-spec — 118 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.

.agents/modules/art/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 question:
    • 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 docs/framework/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 question: [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. 2d ago First seen · 265 lines · 54 tokens per session scan A 80ad1243ccb1

Subscribe to this mod's changes

asset-spec is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (84 stars, last pushed 25d ago), licensed MIT. It adds 54 tokens to every session and 3,035 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to asset-spec, differing in 118 lines, and is treated as a copy.