asset-audit
Skill1 starsChanged 29 days agoMITView on GitHub
Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
13 other projects use a version of this, 9 of them edited.
Adopted by
Most recently taken up by
- PicsArt/gen-ai-skillstheir own version, first seen Nov 8, 2026
- striderZA/OpenCodeGameStudiostheir own version, first seen Nov 4, 2026
- Donchitos/Claude-Code-Game-Studiosedited, first seen Oct 19, 2026
- scotidev/GameDevStudioedited, first seen Oct 9, 2026
- HunLuanZhiZhu/Game-Studios-Pluginedited, first seen Oct 5, 2026
- dawn840705/claude-code-studiosedited, first seen Aug 28, 2026
Other versions13 projects use a version of this.
Word for word · 0
None found.
Edited · 9
- Donchitos/Claude-Code-Game-Studios★ 27k98% same
- pixel-cellar/Claude-Code-Game-Studios★ 32438% same
- CoralGame/Claude-Code-Game-Studios★ 1946% same
- dawn840705/codex-code-studios★ 1747% same
- lilangMax/ClaudeCodeGameStudios★ 858% same
- hongyuanc/codex-game-studios★ 548% same
- dawn840705/claude-code-studios★ 158% same
- HunLuanZhiZhu/Game-Studios-Plugin★ 158% same
- scotidev/GameDevStudio★ 146% same
Wrote their own version · 4
- striderZA/OpenCodeGameStudios★ 118same name
- cenconq25/claude-code-app-studio★ 40same name
- CodePhobiia/claude-roblox-game-studio★ 9same name
- PicsArt/gen-ai-skills★ 6same name
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 repository153 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CCGS Skill Testing Framework/CLAUDE.mdCLAUDE.md
- CLAUDE.mdCLAUDE.md
- design/CLAUDE.mdCLAUDE.md
- docs/CLAUDE.mdCLAUDE.md
- src/CLAUDE.mdCLAUDE.md
- adoptSkill
- architecture-decisionSkill
- architecture-reviewSkill
- art-bibleSkill
- asset-auditSkill
- asset-specSkill
- balance-checkSkill
- brainstormSkill
- bug-reportSkill
- bug-triageSkill
- changelogSkill
- code-reviewSkill
- consistency-checkSkill
- content-auditSkill
- create-architectureSkill
- create-control-manifestSkill
- create-epicsSkill
- create-storiesSkill
- day-one-patchSkill
- design-reviewSkill
- design-systemSkill
- dev-storySkill
- estimateSkill
- gate-checkSkill
- helpSkill
- hotfixSkill
- launch-checklistSkill
- localizeSkill
- map-systemsSkill
- milestone-reviewSkill
- onboardSkill
- patch-notesSkill
- perf-profileSkill
- playtest-reportSkill
- project-stage-detectSkill
- propagate-design-changeSkill
- prototypeSkill
- qa-planSkill
- quick-designSkill
- regression-suiteSkill
- release-checklistSkill
- retrospectiveSkill
- reverse-documentSkill
- review-all-gddsSkill
- scope-checkSkill
- security-auditSkill
- settingsSkill
- setup-engineSkill
- skill-improveSkill
- skill-testSkill
- smoke-checkSkill
- soak-testSkill
- sprint-planSkill
- sprint-statusSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
11 rules. 1 is common, 5 are distinctive, and 5 are very specific to this project.
1
Common
Most of the 12 edited versions we read keep these.
5
Distinctive
This author's own choices. Worth a look.
5
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 38
If any input required for a section is ABSENT, that section is
- Very specific: line 39
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 … - Distinctive: line 42
If every required input is ABSENT, stop and report
- Very specific: line 61
Read the art bible's Asset Standards section (design/art/art-bible.md) and any asset standards in the relevant design docs — size budgets …
- Very specific: line 66
If neither states a size budget — or there is no art bible — the Size section is NOT ASSESSED — no size budget set, and the report names …
- Common: line 98
All files must be lowercase with underscores
- Distinctive: line 115
Orphaned assets: Search the code root for references to each asset file.
- Distinctive: line 117
Missing assets: Search the code root for asset references and verify the files exist.
- Very specific: line 184
If standards were missing, run /art-bible to write its Asset Standards section.
- Distinctive: line 185
Delete confirmed orphaned assets after manual review.
- Very specific: line 186
Run /content-audit to cross-check asset counts against GDD-specified requirements.
“Common” is measured: kept by at least 6 in 10 of the 12 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
Measuring file sizes and formats requires Bash
This skill's report asks for file sizes against budgets, texture dimensions
(power-of-two), audio sample rates, and last-modified times for orphan
detection. None of those are obtainable from Read/Glob/Grep — they need
stat or a binary header read, so the read-only measuring commands (stat,
file, od, wc, du) are pre-approved above; list files with Glob. Anything
else asks first.
If you cannot take a measurement, the cell is NOT ASSESSED, never an
estimate. A size budget table filled from guesses is worse than an empty one:
it looks like evidence. This is a live fabrication vector even on a project full
of real assets: if the template demands tables of numbers the tool allowlist
cannot produce, the only way to complete it is to invent them.
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.
- List the inputs this skill reads (data files, prior reports, profiler output, test results, registries, source code).
- For each, record
FOUNDorABSENT— not "assumed present". - If any input required for a section is ABSENT, that section is
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. - If every required input is ABSENT, stop and report
NOT ASSESSED — NO DATAas the whole verdict, naming what was missing and which skill produces it.
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: a report whose verdict enum has no "could not run" state produces
false clean passes — an asset audit returning COMPLIANT on a project with no
assets and no standards, or 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: Read Standards
Read the art bible's Asset Standards section (design/art/art-bible.md) and any
asset standards in the relevant design docs — size budgets and format rules come
from there. The naming patterns are the ones in Phase 3 below, unless the art
bible states its own.
If neither states a size budget — or there is no art bible — the Size section is
NOT ASSESSED — no size budget set, and the report names /art-bible, whose
Asset Standards section sets budgets, formats and the naming convention.
Phase 2: Scan Asset Directories
Assets live under the engine's asset root: assets/ on Godot, Assets/ on
Unity, Content/ on Unreal. Resolve the engine and its code root per
.claude/docs/code-root-resolution.md; that code root is the one Phase 3's
orphan and missing-asset searches read. If it is unresolved, stop:
NOT ASSESSED — engine unresolved, naming /setup-engine.
Scan the asset root using Glob:
- Godot —
assets/art/**/*,assets/audio/**/*,assets/vfx/**/*,assets/shaders/**/*,assets/data/**/* - Unity —
Assets/**/*, leaving out scripts (*.cs,*.asmdef) and*.metafiles - Unreal —
Content/**/*.uassetandContent/**/*.umap
The files matched are Total assets scanned. If there are none, the checks on
scanned files — Naming, Size, Format, Orphaned — are
NOT ASSESSED — no assets under <asset root>; the missing-asset search still runs.
Phase 3: Run Compliance Checks
Naming conventions:
- Art:
[category]_[name]_[variant]_[size].[ext] - Audio:
[category]_[context]_[name]_[variant].[ext] - All files must be lowercase with underscores
These are Godot's conventions. Unity and Unreal name assets in PascalCase, so on
those engines check names only against a naming rule the art bible states; with
none, Naming is NOT ASSESSED — no naming rule for <engine> (name /art-bible).
File standards:
- Textures: Power-of-two dimensions, correct format (PNG for UI, compressed for 3D), within size budget
- Audio: Correct sample rate, format (OGG for SFX, OGG/MP3 for music), within duration limits.
filereports an audio file's format and sample rate but not its length, and no pre-approved tool here does; a duration budget is thereforeNOT ASSESSED — duration not measurable here, naming the files it covers. - Data: Valid JSON/YAML, schema-compliant
On Unreal an asset file (.uasset, .umap) does not keep its source file's
format or dimensions, so Format is NOT ASSESSED there; its size is still measured.
Orphaned assets: Search the code root for references to each asset file. Flag any with no references.
Missing assets: Search the code root for asset references and verify the files exist.
Both searches need code: if the code root holds no source files, Orphaned and
Missing are NOT ASSESSED — no code to search. On Unity and Unreal most asset
references live in scenes, prefabs and other assets rather than code, so an
asset no code names may still be in use: Orphaned is NOT ASSESSED there.
Phase 4: Output Audit Report
# Asset Audit Report -- [Category] -- [Date]
## Summary
- **Total assets scanned**: [N]
- **Naming violations**: [N]
- **Size violations**: [N]
- **Format violations**: [N]
- **Orphaned assets**: [N]
- **Missing assets**: [N]
- **Sections not assessed**: [none | each section and why]
## Naming Violations
| File | Expected Pattern | Issue |
|------|-----------------|-------|
## Size Violations
| File | Budget | Actual | Overage |
|------|--------|--------|---------|
## Format Violations
| File | Expected Format | Actual Format |
|------|----------------|---------------|
## Orphaned Assets (no code references found)
| File | Last Modified | Size | Recommendation |
|------|-------------|------|---------------|
## Missing Assets (referenced but not found)
| Reference Location | Expected Path |
|-------------------|---------------|
## Recommendations
[Prioritized list of fixes, one per violation, each naming the change — the
target resolution or compression for a size violation, the corrected name for a
naming violation, the target format for a format violation]
## Verdict: [NOT ASSESSED / COMPLIANT / WARNINGS / NON-COMPLIANT]Choose the verdict by the findings, first match wins:
- NON-COMPLIANT — any size violation, or any asset that code references but that does not exist
- WARNINGS — only naming, format or orphaned-asset findings
- NOT ASSESSED — the audit did not cover its scope: no data at all (the path
above), zero assets scanned, or any section
NOT ASSESSED— name which. It ranks below the two finding verdicts, because a measured violation is more actionable than a gap, and above COMPLIANT - COMPLIANT — at least one asset scanned, every section assessed, no findings
This skill is read-only — it produces a report but does not write files.
Phase 5: Next Steps
- Fix naming violations using the Phase 3 patterns (or the art bible's, where it states its own).
- If standards were missing, run
/art-bibleto write its Asset Standards section. - Delete confirmed orphaned assets after manual review.
- Run
/content-auditto cross-check asset counts against GDD-specified requirements.
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