| name | asset-generation-brief |
| description | Use when converting a gameplay/content intention into a structured asset brief before routing style kits, compiling prompts, running gacha, or scoring candidates. |
| version | 1.0.0 |
| author | Project Agents |
| license | Project-internal |
| metadata | {"hermes":{"tags":["asset-brief","planning","schema"],"related_skills":["asset-prompt-core","asset-style-kit-router","asset-lineage-planner"]}} |
Asset Generation Brief
Overview
This skill creates the canonical intermediate representation between human/gameplay intent and backend-specific prompts.
When to Use
- Before any official asset generation.
- When translating docs/content seeds into promptable asset work.
- When a gacha session needs stable variables across many candidates.
Brief Contract
Minimum fields:
asset_id: "official.enemy.example.v001"
asset_type: "common_enemy | boss | floating_weapon | ui_icon | vfx | material | room_module | prop | reward | marketing"
gameplay_role: ""
player_read: "what the player must understand at a glance"
rarity: "common | elite | boss | inherited | reward | marketing"
primary_style_goal: ""
constraints:
camera_scale: ""
no_rig: true
godot_scene: true
required_sockets: []
creative_aperture:
silhouette_family: ""
material_focus: ""
behavior_metaphor: ""
emotion_tone: ""
micro_story: ""
style_tension: {}
style_kit:
primary_kit: ""
secondary_kit: ""
ratio: ""
lineage_context: {}
backend_targets: []
Allowed backend targets:
t2i_concept: concept, gallery, exploratory render, or key-art source image.
t2i_reconstruction_input: text-to-image source image for later deterministic 3D reconstruction.
i2i_iteration: image-to-image concept iteration.
i2i_reconstruction_input: image-to-image repair or iteration whose output will become a deterministic 3D reconstruction source image.
icon_ui, vfx_texture, material_tile, marketing_key_art: specialized non-mesh prompt routes.
For t2i_reconstruction_input or i2i_reconstruction_input, primary_style_goal and style_kit are required. Do not invent a default style route. If the brief asks for transparent glass, translucent shells, fire, smoke, particles, hologram-only surfaces, or other reconstruction-hostile features, block the brief unless it explicitly requests an opaque/solid repair.
Process
- Identify asset type and gameplay role.
- Write player-read in one sentence.
- Add hard constraints from game camera, no-rig, sockets, scene needs.
- Choose creative aperture fields; do not leave creativity to random seeds.
- Route style kit with
asset-style-kit-router.
- Add lineage if asset belongs to a family.
- Pass to compiler skill.
Common Pitfalls
- Starting from visual adjectives without gameplay role.
- Forgetting player-read; this causes pretty but unusable assets.
- Treating backend prompt as source of truth instead of brief.
Verification Checklist