content-audit skill
Audit GDD content counts against what's implemented — planned vs built.
Is the content-audit skill safe?
Clean: nothing in its files matched our rules. We read 1 file in the folder on 2026-09-28.
No findings.
Install the content-audit skill
A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git /tmp/Claude-Code-Game-Studios mkdir -p ~/.claude/skills cp -r /tmp/Claude-Code-Game-Studios/.claude/skills/content-audit ~/.claude/skills/content-audit
In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub
The instructions your agent would load
SKILL.md as published, without the frontmatter. Read it on GitHub
!bash "${CLAUDESKILLDIR}/../../hooks/yaml-helper.sh" resolve_config --keys workflow,automation
Automation mode: Resolve modes.automation (project.local.yaml → project.yaml → default collaborative). Every AskUserQuestion call and every file write follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automationalwaysask categories always prompt).
Resolved above — use as-is. No block → defaults in .claude/docs/config-resolution.md.
This skill declares tier-dependent behaviour ("audit only specs in the required
sections"), which is unreachable unless the tier is actually resolved — without
it the skill applies whatever tier it assumed. Resolve modes.workflow before
auditing, and
when a required input such as design/gdd/systems-index.md is absent, report
NOT ASSESSED — NO DATA rather than computing a gap percentage (which
divides by zero when nothing is specified).
When this skill is invoked:
Parse the argument:
- No argument → full audit across all systems
- [system-name] → audit that single system only
- --summary → summary table only, no file write
workflow (see .claude/docs/workflow-modes.md):
- full — full content-count audit against all GDD specs.
- standard — audit only specs in the required sections.
- minimal — cannot run (no systems index exists).
Insufficient input — check this before producing any report
If the inputs this skill needs do not exist, the answer is "could not run" — not a filled-in report. Check first, and stop if the check fails.
test results, registries, source code).
- List the inputs this skill reads (data files, prior reports, profiler output,
NOT ASSESSED — NO DATA. Do not estimate it, do not infer it from an adjacent artifact, and do not leave a mandated cell to be filled by whoever reads the template next.
- For each, record FOUND or ABSENT — not "assumed present".
- If any input required for a section is ABSENT, that section is
NOT ASSESSED — NO DATA as the whole verdict, naming what was missing and which skill produces it.
- If every required input is ABSENT, stop and report
A verdict of NOT ASSESSED is a success. It is the correct, useful answer to "what does the data say?" when there is no data. The failure mode this prevents is specific and has been observed in practice: report templates whose verdict enum had no "could not run" state produced false clean passes — an asset audit returning COMPLIANT on a project with no assets and no standards, and a performance profile reporting ">99% headroom against a 16.67ms budget" with zero profiler data and no budget ever set.
Absence of evidence is never evidence of absence. A scan that finds no matches because there are no files to scan has not verified anything. Say which of the two happened — a reader cannot tell from a green result.
Phase 1 — Context Gathering
categories, and MVP/priority tier.
- Read design/gdd/systems-index.md for the full list of systems, their
first. Its entities and items sections are the cross-GDD named content the audit is counting, already distilled with a source: GDD per entry:
- Registry-first count: If design/registry/entities.yaml exists, read it
Grep pattern="^ - name:" path="design/registry/entities.yaml" output_mode="content" -A 2- name: appears in all four registry sections; keep only the names whose -A 2 context shows they sit under entities: or items: (the named content this audit counts — not formulas:/constants:). Use those as the planned named-content set without full-reading the GDDs that own them. If design/registry/entities.yaml does not exist or has no entries (it ships as an empty stub until /design-system populates it), skip this step and rely on the GDD scan below — behaviour is unchanged, only more expensive.
answer different questions and must not share a pattern:
- L0 pre-scan: Before full-reading any GDDs, run two greps — they
a. Which GDDs carry a Summary (the denominator / fail-open check):
Grep pattern="^## Summary" glob="design/gdd/*.md" output_mode="files_with_matches"b. Which GDDs actually declare content counts (the narrowing step):
Grep pattern="[0-9]+[[:space:]]+(enemies|enemy types|levels|areas|maps|stages|items|weapons|equipment|abilities|skills|spells|cutscenes|conversations|dialogue scenes|bosses|quests)|(enemy|item|weapon|ability|level) types:" glob="design/gdd/*.md" output_mode="files_with_matches"These were one grep, and it narrowed nothing. The old pattern was
(## Summary|N enemies|N levels|N items|N abilities|enemy types|item types).
N enemies and friends are un-substituted placeholders copied from the
template — no real GDD contains the literal letter N as a count — while
## Summary matches every compliant GDD. So the union returned all GDDs
and step 3's whole purpose (read-avoidance) saved zero tokens. Pattern (b)
matches digits followed by the content nouns step 5 actually extracts.
Fail open on a missing Summary. Establish the denominator: glob design/gdd/.md and count N. Scan (a)** matching fewer than N means those GDDs predate ## Summary — never treat an absent Summary as a system out of scope; a zero-match (a) means "no GDD carries a Summary yet", not "no auditable content". Full-read the unmatched in-scope GDDs.
For a single-system audit: skip this step and go straight to full-read. For a full audit: full-read only the GDDs that scan (b) matched and are not already fully covered by the registry entries from step 2. GDDs with no content-count language (pure mechanics GDDs) are noted as "No auditable content counts" without a full read.
name was given).
- Full-read in-scope GDD files (or the single system GDD if a system
like:
- For each GDD, extract explicit content counts or lists. Look for patterns
- "N enemies" / "enemy types:" / list of named enemies
- "N levels" / "N areas" / "N maps" / "N stages"
- "N items" / "N weapons" / "N equipment pieces"
- "N abilities" / "N skills" / "N spells"
- "N dialogue scenes" / "N conversations" / "N cutscenes"
- "N quests" / "N missions" / "N objectives"
- Any explicit enumerated list (bullet list of named content pieces)
- Build a content inventory table from the extracted data:
Note: If a GDD describes content qualitatively but gives no count, record "Unspecified" and flag it — unspecified counts are a design gap worth noting.
Phase 2 — Implementation Scan
For each content type found in Phase 1, scan the relevant directories to count what has been implemented. Use Glob and Grep to locate files.
Levels / Areas / Maps:
worlds/, stages/
- Glob assets//.tscn, assets//.unity, assets//.umap
- Glob the code root for scene files: .tscn (Godot), .unity (Unity), .umap (Unreal). Resolve the root per .claude/docs/code-root-resolution.md. If the code root is unresolved, report NOT ASSESSED — code root unresolved rather than zero hits.**
- Look for scene files in subdirectories named levels/, areas/, maps/,
- Count unique files that appear to be level/scene definitions (not UI scenes)
More skills from Donchitos/Claude-Code-Game-Studios
- AadoptBrownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
- Aarchitecture-decisionCreate an ADR documenting a technical decision: context, alternatives considered, consequences.
- Aarchitecture-reviewTraceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
- Aart-bibleAuthor the Art Bible — visual identity gating asset production. Run before /map-systems.
- Aasset-auditAudit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
- Aasset-specPer-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
- Abalance-checkFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
- AbrainstormGuided concept ideation using professional studio techniques, player psychology, creative exploration.
- Abug-reportStructured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
- Abug-triageRe-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
- AchangelogAuto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
- Acode-reviewArchitectural code review — coding standards, SOLID, testability, performance concerns.