Agent skill

Game Asset Audit

by Donchitos in Donchitos/Claude-Code-Game-Studios

Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.

MITAuto-check passedGame Development

Install Game Asset Audit

skills CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Donchitos/Claude-Code-Game-Studios asset-audit --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/asset-audit .claude/skills/asset-audit && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
asset-audit
GitHub stars
26k
Token cost
~2k tokens
SKILL.md length
979 words
Files
1
Skills in repo
73
Repo updated
First seen
Licence
MIT

At a glance

Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.

  • Works in 5 steps: Read Standards → Scan Asset Directories → Run Compliance Checks → …
  • Checking that asset files follow the project's naming conventions
  • SKILL.md covers Measuring file sizes and…, Insufficient input — check…, Phase 1: Read Standards and Phase 2: Scan Asset Directories, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

The agent reads the project's asset standards, then checks files for naming, size budgets, power-of-two texture dimensions, audio sample rates and last-modified times for orphan detection. Measurements come from read-only commands such as stat, file, od, wc and du, which are pre-approved, with Glob used to list files; anything else asks first.

A strict honesty rule applies. If a measurement cannot be taken, the cell reads NOT ASSESSED instead of an estimate, and if the needed inputs are absent the whole report says NOT ASSESSED with no data, which counts as a correct result rather than a failure. The rule exists to prevent false clean passes, such as a compliant verdict on a project that has no assets or no standards.

When your agent uses it

  • Checking that asset files follow the project's naming conventions
  • Finding orphaned assets that nothing references
  • Verifying texture and audio files against size and format budgets
  • Looking for missing references before a build

Example prompts

  • “Audit the assets folder against our naming and size standards.”
  • “Which textures are not power-of-two, and which audio files break the sample rate standard?”
  • “Find orphaned assets and anything that is referenced but missing.”

Requirements

  • Pre-approved tools (allowed-tools): Read, Glob, Grep, Bash(stat *), Bash(file *), Bash(od *), Bash(wc *), Bash(du *)

Workflow steps

5 steps, taken from the step headings in SKILL.md.

  1. Read Standards
  2. Scan Asset Directories
  3. Run Compliance Checks
  4. Output Audit Report
  5. Next Steps

What it can do on your machine

Read from SKILL.md and the folder at commit be8993b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Glob
    • Grep
    • Bash(stat *)
    • Bash(file *)
    • Bash(od *)
    • Bash(wc *)
    • Bash(du *)

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are markdown).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Game Asset Audit loads about 2k tokens when it runs. Until then it costs about 33 tokens; SKILL.md has 979 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~33
When it runs · the whole SKILL.md, loaded when a task matches
~2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from Donchitos/Claude-Code-Game-Studios at commit be8993b, republished under its MIT licence (© Donchitos). 979 words, ~2,009 tokens.

Download SKILL.mdSave it as .claude/skills/asset-audit/SKILL.md (or your agent's skills folder).
name
asset-audit
description
Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
allowed-tools
Read, Glob, Grep, Bash(stat *), Bash(file *), Bash(od *), Bash(wc *), Bash(du *)
argument-hint
[category|all]
user-invocable
true
model
sonnet

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.

  1. List the inputs this skill reads (data files, prior reports, profiler output, test results, registries, source code).
  2. For each, record FOUND or ABSENT — not "assumed present".
  3. 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.
  4. If every required input is ABSENT, stop and report NOT ASSESSED — NO DATA as 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 *.meta files
  • Unreal — Content/**/*.uasset and Content/**/*.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.


Show full SKILL.md (394 more words)Show less

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. file reports an audio file's format and sample rate but not its length, and no pre-approved tool here does; a duration budget is therefore NOT 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

markdown
# 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-bible to write its Asset Standards section.
  • Delete confirmed orphaned assets after manual review.
  • Run /content-audit to cross-check asset counts against GDD-specified requirements.

© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/asset-audit of Donchitos/Claude-Code-Game-Studios.

Open the folder on GitHubat commit be8993b

Compare with similar skills

Game Asset Audit next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Game Asset Audit compared with similar skills
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Game Asset Audit this skillDonchitos/Claude-Code-Game-Studios26k—~2kAutomated safety check: PassMIT
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Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs 3D Generatorvalkor-ai/loom1.2k1 repos~2.6kAutomated safety check: PassApache-2.0
Asset Pipelinerehan-remade/universal-modder5.8k—~2kAutomated safety check: PassMIT
2D Sprite Generator0x0funky/agent-sprite-forge4.4k—~3.6kAutomated safety check: PassMIT

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Questions about Game Asset Audit

What does Game Asset Audit do?

Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references. The agent reads the project's asset standards, then checks files for naming, size budgets, power-of-two texture dimensions, audio sample rates and last-modified times for orphan detection. Measurements come from read-only commands such as stat, file, od, wc and du, which are pre-approved, with Glob used to list files; anything else asks first.

When should I use Game Asset Audit?

Game Asset Audit fits situations like: checking that asset files follow the project's naming conventions; finding orphaned assets that nothing references; verifying texture and audio files against size and format budgets; looking for missing references before a build.

How do I install Game Asset Audit in Claude Code?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a claude-code`. Or copy the skill folder (.claude/skills/asset-audit in Donchitos/Claude-Code-Game-Studios) into .claude/skills/asset-audit in your project. Claude Code loads it when a task matches its description.

How do I install Game Asset Audit in Codex?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a codex`. Or copy the skill folder (.claude/skills/asset-audit in Donchitos/Claude-Code-Game-Studios) into .agents/skills/asset-audit in your project. Codex loads it when a task matches its description.

Can I use Game Asset Audit in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/asset-audit, .gemini/skills/asset-audit, .github/skills/asset-audit and .opencode/skills/asset-audit in your project.

What does Game Asset Audit need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Asset Audit is instructions for the agent only. Its frontmatter pre-approves these tools: Read, Glob, Grep, Bash(stat *), Bash(file *), Bash(od *), Bash(wc *), Bash(du *).

Does Game Asset Audit access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Game Asset Audit safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Game Asset Audit use?

Game Asset Audit is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Game Asset Audit use?

About 2k tokens (SKILL.md is roughly 8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Game Asset Audit?

Skills that share tags, products or a category with Game Asset Audit: Art Director (alecs5am/ralphy, 138 stars), Game Asset Generator (htdt/godogen, 7.1k stars), Threejs 3D Generator (valkor-ai/loom, 1.2k stars) and Asset Pipeline (rehan-remade/universal-modder, 5.8k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Asset Audit?

Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,951 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on October 8, 2026.

Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.