asset-audit
Skill6 starsChanged 19 days agoMITView on GitHub
Audit media assets BEFORE they enter scene cards, boxes or looks - alpha padding, dimensions, aspect, video properties, URL-reuse hazards, and whether a photo in a reference is a masked view of a larger one. Use before authoring scenes with new assets or when a styled card renders with mysterious edges or misalignment.
14 other projects use a version of this.
Adopted by
Most recently taken up by
- chuanglibs/Claude-Code-Game-Studios-Codextheir own version, first seen Nov 15, 2026
- Donchitos/Claude-Code-Game-Studiostheir own version, first seen Nov 9, 2026
- striderZA/OpenCodeGameStudiostheir own version, first seen Nov 4, 2026
- venus2099/codex-game-studiostheir own version, first seen Oct 17, 2026
- scotidev/GameDevStudiotheir own version, first seen Oct 9, 2026
- HunLuanZhiZhu/Game-Studios-Plugintheir own version, first seen Oct 5, 2026
Used with
Projects with it also use soak-test, team-live-ops and 10 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
lilangMaxSkillsoak-test
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
Also in 5 projects that use this
lilangMaxSkillteam-live-ops
Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.
Also in 5 projects that use this
- +10 more from lilangMax
Other versions14 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 14
- Donchitos/Claude-Code-Game-Studios★ 39ksame name
- pixel-cellar/Claude-Code-Game-Studios★ 324same name
- striderZA/OpenCodeGameStudios★ 124same name
- cenconq25/claude-code-app-studio★ 40same name
- CoralGame/Claude-Code-Game-Studios★ 19same name
- dawn840705/codex-code-studios★ 17same name
- CodePhobiia/claude-roblox-game-studio★ 9same name
- lilangMax/ClaudeCodeGameStudios★ 8same name
- hongyuanc/codex-game-studios★ 5same name
- chuanglibs/Claude-Code-Game-Studios-Codex★ 1same name
4 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository67 other files it gives its agents.
- ai-presenterSkill
- animate-designSkill
- app-ui-animationSkill
- assetsSkill
- background-musicSkill
- caption-decorationsSkill
- character-riggingSkill
- custom-transitionsSkill
- design-layer-importSkill
- drama-series-writingSkill
- edit-footageSkill
- edit-on-your-computerSkill
- edit-pipelineSkill
- face-hidingSkill
- figma-storyboard-animationSkill
- film-animaticSkill
- film-cast-designSkill
- film-cuttingSkill
- film-finishingSkill
- film-shot-generationSkill
- film-story-writingSkill
- footage-analysisSkill
- footage-reframingSkill
- generate-mediaSkill
- get-startedSkill
- large-scene-assemblySkill
- linked-element-motionSkill
- make-characterSkill
- make-comicsSkill
- make-screen-videosSkill
- make-short-dramaSkill
- motion-design-craftSkill
- motion-intentSkill
- motion-pattern-librarySkill
- motion-reviewSkill
- motion-scene-continuitySkill
- motion-tracking-from-videoSkill
- movie-producerSkill
- open-picsart-appSkill
- photo-slideshowSkill
- picsart-add-mediaSkill
- picsart-video-rulesSkill
- quality-reviewSkill
- quick-merge-and-exportSkill
- realistic-color-gradeSkill
- recastSkill
- recreate-videoSkill
- reel-structureSkill
- reference-fragment-matchingSkill
- resting-frame-rulesSkill
- retention-hooksSkill
- scene-3d-authoringSkill
- scene-animation-referenceSkill
- scene-building-basicsSkill
- scene-template-remixSkill
- screen-recording-analysisSkill
- screen-recording-layoutsSkill
- screen-recording-zoomSkill
- screen-ui-redesignSkill
- sd25-peSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
2 rules. 0 are common, 2 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 13 edited versions we read keep these.
2
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 54
When sourcing assets for a recreation of a reference video, decide for every photographic element whether you are looking at a WHOLE asset …
- Distinctive: line 84
Never take pixels from the reference clip itself as an asset.
“Common” is measured: kept by at least 6 in 10 of the 13 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Asset audit - check the media before blaming the scene
Most "the mask is broken / content is misaligned / corners aren't rounded" reports are ASSET problems. Audit first; it takes a minute and saves a debugging afternoon.
The checklist
- Alpha padding (the #1 trap). Sticker-style PNGs bake transparent margins into the canvas:
fit: covercovers the box with the FULL canvas, so the visible content sits inset and any rounding or mask lands in the transparent margin - the visible edge is the asset's own square boundary. Check it by looking: build a one-layer scene whose composition is the asset's own size (frompicsart_media_probe),background: "#ff00ffff", the asset withfit: "contain", and look at it withpicsart_scene_contact_sheet(resolutionset to the composition size). No magenta inside the frame: clean. Magenta around the subject: a padded sticker; trim it, or use it deliberately as a decal with no look. - Dimensions and aspect:
picsart_media_probe(no download; EXIF-corrected width and height, duration for video). Cover-fit crops from decoded dimensions - a 4:3 photo in a 9:16 card loses its sides; check the subject survives the crop. Also compare the asset's size with its largest placement box:scale = max(box_w / own_w, box_h / own_h), and a scale above 1 is an upscale. A 585x1024 photo in a 1080x1920 full-bleed box is stretched to nearly double. Rendering can decode an asset whose dimensions are omitted, but query and selection geometry cannot invent them: forfit: "none", declare bothwidthandheightwhen the layer must be selectable or queryable, or use its intrinsic centre as the default transform anchor. Without them the source still renders at natural size, butpicsart_scene_query_layoutreturns no bounds and the fallback pivot is the content origin. Do not addcontent.boundsas a workaround:fit: "none"has no destination box and rejectsboundsandalign. When a scene already declares an asset'swidth/height, compare them with the probe: a mismatch means the document describes a different file than the one that will load. - Video specifics: duration against the trim window you plan (a trim beyond the end freezes the last frame); first frames may decode dark or blank, so don't trim in exactly at 0 or at a scene cut; embedded audio (mute it unless wanted); reversed playback does NOT reverse audio.
- URL reuse: fine. The same media URL in two different boxes renders correctly. Do NOT add a
distinct
#fragmentper instance: it defeats content dedup, and it silently rewrites a URI that already carries a fragment of its own. - SVG data-URIs: encode only
< > space; raw spaces in interpolated text are tolerated, raw#is not (colours as hex-without-# interpolated after%23). Declared width and height on the asset matter - undeclared dimensions break mask plus bounds combinations. - Content vs box semantics: an asset that is itself a full-bleed photo behaves under any fit; UI screenshots and renders with baked-in margins do not - measure where the content actually starts.
Is the reference element MASKED?
When sourcing assets for a recreation of a reference video, decide for every photographic element whether you are looking at a WHOLE asset or a MASKED VIEW of a larger one. Baking the mask into the bitmap gives the right pixels and the wrong scene: the photo can no longer be swapped, the mask cannot animate, and the "asset" is a screenshot of someone else's render. Narrow slivers cut from the visible part of a card, or a full frame grabbed as a "photo", are this mistake.
How to tell, cheapest test first:
- Does content continue past the edge across frames? A masked view is a WINDOW: as the card
moves, grows, or the mask animates, NEW parts of the same photo appear at the edge while the
rest stays registered. Sample the element at 3-4 timestamps in its own span
(
picsart_media_video_stills) and check whether its content translates WITH the box (a whole asset moving) or STAYS PUT while the box reveals more of it (a mask sliding over a fixed image). The second is a mask, always. - Is a feature cut mid-stride? A hard straight edge slicing a face, a hand, or a horizon mid-feature is a mask boundary; a real asset's edge lands where the photographer put it.
- Does the aspect ratio look impossible? 238x1095 (1:4.6) is not a photograph anyone shot; it is a viewport. Compare the element's aspect against plausible source aspects (3:2, 4:3, 1:1, 9:16).
- Corner geometry:
picsart_media_inventory_diff(reference asa, your candidate asb, same frame size,timesof interest; it spends credits) reports whether corners are rounded against the local surround. A rounded photographic corner means a mask or arounded_cornerslook, not a rounded photo. Leaveplateatautofor cards over a uniform background; with it off, a pale-topped card can split into two invented elements.
What to author once identified: the FULL asset plus a mask (or the look that owns the shape),
never a pre-cut bitmap. The mask can then animate and the photo can be replaced. Source ONE
full-size asset, not a sliver cut to the mask's current opening: two slots showing one photo at two
scales bind the SAME URL, differing only by the host layer's scale.
Never take pixels from the reference clip itself as an asset; use what the user supplied, and a stand-in only when none was.
Debug heuristic
A styled card shows square edges but sibling cards are fine: suspect THIS asset's alpha (swap the photo first, the scene second). A masked thing renders tiny or misplaced: mask plus explicit bounds on one layer (use a boxed aux composition with a bounds-less masked layer inside). Content invisible at layer start: fade-in or decode timing, start later.
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