code-review
Skill1 starsChanged 3 months agoMITView on GitHub
Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.
194 other projects use a version of this, 1 of them edited.
Adopted by
Most recently taken up by
- doggy8088/spec-kittheir own version, first seen Nov 9, 2026
- strelov1/freehiretheir own version, first seen Nov 9, 2026
- storybookjs/storybooktheir own version, first seen Nov 8, 2026
- codewithmukesh/dotnet-claude-kittheir own version, first seen Nov 8, 2026
- supabase/supabasetheir own version, first seen Nov 8, 2026
- The-Vibe-Company/quivrtheir own version, first seen Nov 8, 2026
Used with
Projects with it also use close-spec, design-with-images 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.
dzhngSkillclose-spec
When a spec under specs/<feature>/ is done shipping (a write-spec build, or any planned task that produced a spec), archive it to specs/done/ and rewrite it from a build-plan into a durable rationale — the why, the principles, the invariants — pointing back to the real code for the how. Use when implementation has landed and the plan no longer matches what shipped, or the user says a feature/spec is finished. Pairs with [write-spec](../write-spec/SKILL.md) (the plan this closes) and [review](../review/SKILL.md) (run before closing).
Also in 5 projects that use this
dzhngSkilldesign-with-images
Explore UI and visual design with image generation, then iterate the real implementation against the user-selected concept. Use when brainstorming visual directions, offering mockup variants, or implementing an approved generated design; do not stop at the mockups or the first code approximation.
Also in 5 projects that use this
PydanticSkilladd-new-model
Add support for a newly-released language or image generation model in pydantic-ai (e.g. openai:gpt-5.6, anthropic:claude-sonnet-5, openai:gpt-image-2). Use when a provider ships a new model id and you need to wire literals, profile flags, adapters, and tests to recognize it. Handles SDK-lag, gateway list conventions, capability probing, and direct image-model geometry.
Also in 9 projects that use this
transitive-bullshitSkillcompare-screenshots
Compare screenshots against the intended design, distinguishing approved references from historical baselines. Use for iterative implementation matching, before/after visual review, objective image telemetry, or checking a lone capture for flat, empty, or badly framed content.
Also in 5 projects that use this
Microsoft AzureSkillazsdk-common-apiview-feedback-resolution
Analyze and resolve APIView review feedback on Azure SDK PRs. **UTILITY SKILL**. USE FOR: APIView comments, API review feedback, SDK API surface changes. DO NOT USE FOR: general code review, non-APIView feedback. INVOKES: azure-sdk-mcp:azsdk_apiview_get_comments, azure-sdk-mcp:azsdk_customized_code_update, azure-sdk-mcp:azsdk_typespec_delegate_apiview_feedback, azure-sdk-mcp:azsdk_run_typespec_validation, azure-sdk-mcp:azsdk_package_generate_code.
Also in 6 projects that use this
Microsoft AzureSkillazsdk-common-generate-sdk-locally
Generate and finalize Azure SDKs locally from TypeSpec, including build, checks, tests, changelog, metadata, and version updates by default. WHEN: "generate SDK locally", "build SDK", "run SDK tests", "run CI checks", "validate package", "run checks", "update changelog", "fix SDK build errors", "resolve SDK generation errors", "customize TypeSpec", "rename SDK client", "rename SDK model", "hide operation from SDK", "fix analyzer errors", "resolve customization drift", "create subclient", "update metadata", "update version". INVOKES: azsdk_verify_setup, azsdk_package_generate_code, azsdk_package_build_code, azsdk_package_run_check, azsdk_package_run_tests, azsdk_customized_code_update, azsdk_package_update_changelog_content, azsdk_package_update_metadata, azsdk_package_update_version.
Also in 6 projects that use this
- +4 more from dzhng
- +2 more from Azure
Other versions194 projects use a version of this.
Word for word · 0
None found.
Edited · 1
- Donchitos/Claude-Code-Game-Studios★ 27k33% same
Wrote their own version · 193
- mattpocock/skills★ 309ksame name
- TheAlgorithms/Python★ 226ksame name
- microsoft/vscode★ 195ksame name
- github/spec-kit★ 149ksame name
- ggml-org/llama.cpp★ 134ksame name
- supabase/supabase★ 115ksame name
- storybookjs/storybook★ 91ksame name
- shareAI-lab/analysis_claude_code★ 80ksame name
- shareAI-lab/learn-claude-code★ 80ksame name
- vectorize-io/hindsight★ 60ksame name
183 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 repository90 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- adoptSkill
- api-cost-gateSkill
- architecture-decisionSkill
- architecture-reviewSkill
- art-bibleSkill
- asset-auditSkill
- asset-specSkill
- balance-checkSkill
- brainstormSkill
- bug-reportSkill
- bug-triageSkill
- changelogSkill
- consistency-checkSkill
- content-auditSkill
- create-architectureSkill
- create-control-manifestSkill
- create-epicsSkill
- create-prdSkill
- create-storiesSkill
- day-one-patchSkill
- design-reviewSkill
- design-systemSkill
- dev-storySkill
- doc-relinkSkill
- estimateSkill
- gate-checkSkill
- governance-bible-initSkill
- helpSkill
- hotfixSkill
- humanize-koreanSkill
- humanize-redoSkill
- humanizeSkill
- launch-checklistSkill
- legacy-purgeSkill
- lesson-logSkill
- lesson-reviewSkill
- localizeSkill
- map-systemsSkill
- milestone-reviewSkill
- onboardSkill
- patch-notesSkill
- perf-profileSkill
- playtest-reportSkill
- product-conceptSkill
- project-stage-detectSkill
- propagate-design-changeSkill
- prototypeSkill
- qa-planSkill
- quick-designSkill
- regression-suiteSkill
- release-checklistSkill
- remove-bgSkill
- retrospectiveSkill
- reverse-documentSkill
- review-all-gddsSkill
- scope-checkSkill
- security-auditSkill
- self-loopSkill
- setup-engineSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
10 rules. 0 are common, 4 are distinctive, and 6 are very specific to this project.
0
Common
Most of the 184 edited versions we read keep these.
4
Distinctive
This author's own choices. Worth a look.
6
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 12
Read the target file(s) in full.
- Very specific: line 18
Read .claude/docs/technical-preferences.md, section ## Engine Specialists.
- Very specific: line 25
If the section reads [TO BE CONFIGURED], no engine is pinned — skip engine specialist steps.
- Very specific: line 31
Search for ADR references in the story file, commit messages, and header comments.
- Distinctive: line 33
If no ADR references found, note: "No ADR references found — skipping ADR compliance check."
- Distinctive: line 95
If an engine is configured, determine which specialist applies to each file and spawn in parallel:
- Distinctive: line 111
Ask the qa-tester to evaluate:
- Very specific: line 169
If verdict is APPROVED: run /story-done [story-path] to close the story.
- Very specific: line 170
If verdict is CHANGES REQUIRED: fix the issues and re-run /code-review.
- Very specific: line 171
If an ARCHITECTURAL VIOLATION is found: run /architecture-decision to record the correct approach.
“Common” is measured: kept by at least 6 in 10 of the 184 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
Phase 1: Load Target Files
Read the target file(s) in full. Read CLAUDE.md for project coding standards.
Phase 2: Identify Engine Specialists
Read .claude/docs/technical-preferences.md, section ## Engine Specialists. Note:
- The Primary specialist (used for architecture and broad engine concerns)
- The Language/Code Specialist (used when reviewing the project's primary language files)
- The Shader Specialist (used when reviewing shader files)
- The UI Specialist (used when reviewing UI code)
If the section reads [TO BE CONFIGURED], no engine is pinned — skip engine specialist steps.
Phase 3: ADR Compliance Check
Search for ADR references in the story file, commit messages, and header comments. Look for patterns like ADR-NNN or docs/architecture/ADR-.
If no ADR references found, note: "No ADR references found — skipping ADR compliance check."
For each referenced ADR: read the file, extract the Decision and Consequences sections, then classify any deviation:
- ARCHITECTURAL VIOLATION (BLOCKING): Uses a pattern explicitly rejected in the ADR
- ADR DRIFT (WARNING): Meaningfully diverges from the chosen approach without using a forbidden pattern
- MINOR DEVIATION (INFO): Small difference from ADR guidance that doesn't affect overall architecture
Phase 4: Standards Compliance
Identify the system category (engine, gameplay, AI, networking, UI, tools) and evaluate:
- Public methods and classes have doc comments
- Cyclomatic complexity under 10 per method
- No method exceeds 40 lines (excluding data declarations)
- Dependencies are injected (no static singletons for game state)
- Configuration values loaded from data files
- Systems expose interfaces (not concrete class dependencies)
Phase 5: Architecture and SOLID
Architecture:
- Correct dependency direction (engine <- gameplay, not reverse)
- No circular dependencies between modules
- Proper layer separation (UI does not own game state)
- Events/signals used for cross-system communication
- Consistent with established patterns in the codebase
SOLID:
- Single Responsibility: Each class has one reason to change
- Open/Closed: Extendable without modification
- Liskov Substitution: Subtypes substitutable for base types
- Interface Segregation: No fat interfaces
- Dependency Inversion: Depends on abstractions, not concretions
Phase 6: Game-Specific Concerns
- Frame-rate independence (delta time usage)
- No allocations in hot paths (update loops)
- Proper null/empty state handling
- Thread safety where required
- Resource cleanup (no leaks)
- Nothing searched per frame: no
GetComponent*,Find*/FindObjectOfType, LINQ, or allocating physics queries (RaycastAll,OverlapSphere→ theNonAllocforms) insideUpdate/LateUpdate/FixedUpdate(or_process/Tick). Cache inAwake/Start; a per-frameFindthat comes back empty in some scenes is the same bug, just quieter - Reference points are fixed, not derived: a camera follow height, a muzzle, a hit-test origin must not be recomputed each frame from values that animation or physics move (renderer
bounds, cloth, ragdoll). Use a socket/anchor transform. Symptom: the camera bobs or a projectile origin drifts while walking - One writer per state: no two components write the same value in the same frame (aim yaw, velocity, camera rotation). Two writers produce a feedback loop that looks like an input bug
Evidence: StarDiver (Unity 6, 2026-10-01) — a lobby camera bob traced to per-frame bounds recomputation plus GetComponentsInChildren; the audit that followed found the same pattern at a muzzle, five UIs running GameObject.Find every frame in scenes without a target, and an aim-yaw control bug caused by two systems overwriting each other.
Phase 7: Specialist Reviews (Parallel)
Spawn all applicable specialists simultaneously via Task — do not wait for one before starting the next.
Engine Specialists
If an engine is configured, determine which specialist applies to each file and spawn in parallel:
- Primary language files (
.gd,.cs,.cpp) → Language/Code Specialist - Shader files (
.gdshader,.hlsl, shader graph) → Shader Specialist - UI screen/widget code → UI Specialist
- Cross-cutting or unclear → Primary Specialist
Also spawn the Primary Specialist for any file touching engine architecture (scene structure, node hierarchy, lifecycle hooks).
QA Testability Review
For Logic and Integration stories, also spawn qa-tester via Task in parallel with the engine specialists. Pass:
- The implementation files being reviewed
- The story's
## QA Test Casessection (the pre-written test specs from qa-lead) - The story's
## Acceptance Criteria
Ask the qa-tester to evaluate:
- Are all test hooks and interfaces exposed (not hidden behind private/internal access)?
- Do the QA test cases from the story's
## QA Test Casessection map to testable code paths? - Are any acceptance criteria untestable as implemented (e.g., hardcoded values, no seam for injection)?
- Does the implementation introduce any new edge cases not covered by the existing QA test cases?
- Are there any observable side effects that should have a test but don't?
For Visual/Feel and UI stories: qa-tester reviews whether the manual verification steps in ## QA Test Cases are achievable with the implementation as written — e.g., "is the state the manual checker needs to reach actually reachable?"
Collect all specialist findings before producing output.
Phase 8: Output Review
## Code Review: [File/System Name]
### Engine Specialist Findings: [N/A — no engine configured / CLEAN / ISSUES FOUND]
[Findings from engine specialist(s), or "No engine configured." if skipped]
### Testability: [N/A — Visual/Feel or Config story / TESTABLE / GAPS / BLOCKING]
[qa-tester findings: test hooks, coverage gaps, untestable paths, new edge cases]
[If BLOCKING: implementation must expose [X] before tests in ## QA Test Cases can run]
### ADR Compliance: [NO ADRS FOUND / COMPLIANT / DRIFT / VIOLATION]
[List each ADR checked, result, and any deviations with severity]
### Standards Compliance: [X/6 passing]
[List failures with line references]
### Architecture: [CLEAN / MINOR ISSUES / VIOLATIONS FOUND]
[List specific architectural concerns]
### SOLID: [COMPLIANT / ISSUES FOUND]
[List specific violations]
### Game-Specific Concerns
[List game development specific issues]
### Positive Observations
[What is done well -- always include this section]
### Required Changes
[Must-fix items before approval — ARCHITECTURAL VIOLATIONs always appear here]
### Suggestions
[Nice-to-have improvements]
### Verdict: [APPROVED / APPROVED WITH SUGGESTIONS / CHANGES REQUIRED]This skill is read-only — no files are written.
Phase 9: Next Steps
- If verdict is APPROVED: run
/story-done [story-path]to close the story. - If verdict is CHANGES REQUIRED: fix the issues and re-run
/code-review. - If an ARCHITECTURAL VIOLATION is found: run
/architecture-decisionto record the correct approach.
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