agentleFS
dawn840705dawn840705/claude-code-studios/skills/code-review/SKILL.md

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

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.
  • dzhngSkill

    close-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

  • dzhngSkill

    design-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

  • PydanticSkill

    add-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-bullshitSkill

    compare-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 AzureSkill

    azsdk-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 AzureSkill

    azsdk-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

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
  1. Distinctive:

    Read the target file(s) in full.

    line 12
  2. Very specific:

    Read .claude/docs/technical-preferences.md, section ## Engine Specialists.

    line 18
  3. Very specific:

    If the section reads [TO BE CONFIGURED], no engine is pinned — skip engine specialist steps.

    line 25
  4. Very specific:

    Search for ADR references in the story file, commit messages, and header comments.

    line 31
  5. Distinctive:

    If no ADR references found, note: "No ADR references found — skipping ADR compliance check."

    line 33
  6. Distinctive:

    If an engine is configured, determine which specialist applies to each file and spawn in parallel:

    line 95
  7. Distinctive:

    Ask the qa-tester to evaluate:

    line 111
  8. Very specific:

    If verdict is APPROVED: run /story-done [story-path] to close the story.

    line 169
  9. Very specific:

    If verdict is CHANGES REQUIRED: fix the issues and re-run /code-review.

    line 170
  10. Very specific:

    If an ARCHITECTURAL VIOLATION is found: run /architecture-decision to record the correct approach.

    line 171

“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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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 → the NonAlloc forms) inside Update/LateUpdate/FixedUpdate (or _process/Tick). Cache in Awake/Start; a per-frame Find that 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 Cases section (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 Cases section 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-decision to record the correct approach.

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