asset-spec

asset-spec is a skill for Claude Code from visionTw/godot-ai-harness. It costs 54 tokens per session (3,048 once invoked), scanned A, a copy of asset-spec, MIT.

A guided process for defining the visual style and production rules of a game in an art bible. An art bible is a reference document that keeps the game's artwork consistent.

In plain words
What is it for?
Writing or reviewing sections covering the game's visual identity, colors, lighting, and other art-direction rules after the game concept is approved.
Why use it?
It gives asset creation a shared visual direction before production starts and identifies when the required game concept is missing.

Skill for Claude Code

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

Good fit Writing or reviewing sections covering the game's visual identity, colors, lighting, and other art-direction rules after the game concept is approved.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/visiontw/godot-ai-harness/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 visionTw/godot-ai-harness --skill asset-spec
Clone the repo
git clone --depth 1 https://github.com/visionTw/godot-ai-harness

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/visiontw/godot-ai-harness/asset-spec/github.svg)](https://agentmods.dev/skills/visiontw/godot-ai-harness/asset-spec)
Your own site
<a href="https://agentmods.dev/skills/visiontw/godot-ai-harness/asset-spec"><img src="https://agentmods.dev/badge/skills/visiontw/godot-ai-harness/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/visiontw/godot-ai-harness/asset-spec"><img src="https://agentmods.dev/badge/skills/visiontw/godot-ai-harness/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 10d ago against content hash b537ae2bc14b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, 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 10d 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.

core/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. 10d 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 visionTw/godot-ai-harness (2 stars, last pushed 23d 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.

Related

Other skills, from other repositories

html-ppt-zhangzara-8-bit-orbit

A gamer's journey building a retro-arcade collection — the obsession, the hunt, and what the machines came to mean. Built as a decision-grade story deck for friends, hobby community.

nexu-io/open-design · 53 tokens

screenshot-game-view

Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.

IvanMurzak/Unity-MCP · 58 tokens

threejs-audio-generator

Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and dialogue TTS, voice conversion from a scratch performance, voice cleanup, audio manifests, and Web Audio…

majidmanzarpour/threejs-game-skills · 71 tokens

sprite-gen

A pipeline for turning generated 2D game-character images into transparent sprite sheets, which store animation frames for a game.

aldegad/sprite-gen · 79 tokens

audio-design

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music…

gamedev-skills/awesome-gamedev-agent-skills · 81 tokens

create-game-assets

Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

gamedev-skills/awesome-gamedev-agent-skills · 52 tokens