Art Director
alecs5am/ralphy
Prompt and asset generation craft — turns an approved scenario into prompts.json and generated media through ralphy generate.
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios asset-audit --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "asset-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/asset-audit into .claude/skills/asset-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-audit", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/asset-auditType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios asset-audit --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/asset-audit .agents/skills/asset-audit && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "asset-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/asset-audit into .agents/skills/asset-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-audit", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios asset-audit --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/asset-audit .cursor/skills/asset-audit && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "asset-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/asset-audit into .cursor/skills/asset-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-audit", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/asset-audit--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios asset-audit --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/asset-audit .gemini/skills/asset-audit && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "asset-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/asset-audit into .gemini/skills/asset-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-audit", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios asset-auditInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/asset-audit .github/skills/asset-audit && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "asset-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/asset-audit into .github/skills/asset-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-audit", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios asset-audit --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/asset-audit .opencode/skills/asset-audit && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "asset-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/asset-audit into .opencode/skills/asset-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-audit", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
asset-auditAudits 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.
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.
5 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit be8993b. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepBash(stat *)Bash(file *)Bash(od *)Bash(wc *)Bash(du *)From allowed-tools in the SKILL.md frontmatter.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from Donchitos/Claude-Code-Game-Studios at commit be8993b, republished under its MIT licence (© Donchitos). 979 words, ~2,009 tokens.
.claude/skills/asset-audit/SKILL.md (or your agent's skills folder).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.
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.
FOUND or ABSENT — not "assumed present".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.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.
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.
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:
assets/art/**/*, assets/audio/**/*, assets/vfx/**/*,
assets/shaders/**/*, assets/data/**/*Assets/**/*, leaving out scripts (*.cs, *.asmdef) and *.meta filesContent/**/*.uasset and Content/**/*.umapThe 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.
Naming conventions:
[category]_[name]_[variant]_[size].[ext][category]_[context]_[name]_[variant].[ext]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:
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.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.
# 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:
NOT ASSESSED — name which. It
ranks below the two finding verdicts, because a measured violation is more
actionable than a gap, and above COMPLIANTThis skill is read-only — it produces a report but does not write files.
/art-bible to write its Asset Standards section./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
Just SKILL.md in .claude/skills/asset-audit of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit be8993b
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Game Asset Audit this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~2k | Automated safety check: Pass | MIT | |
| Art Directoralecs5am/ralphy | 138 | — | ~5.8k | Automated safety check: Pass | Apache-2.0 | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs 3D Generatorvalkor-ai/loom | 1.2k | 1 repos | ~2.6k | Automated safety check: Pass | Apache-2.0 | |
| Asset Pipelinerehan-remade/universal-modder | 5.8k | — | ~2k | Automated safety check: Pass | MIT | |
| 2D Sprite Generator0x0funky/agent-sprite-forge | 4.4k | — | ~3.6k | Automated safety check: Pass | MIT |
alecs5am/ralphy
Prompt and asset generation craft — turns an approved scenario into prompts.json and generated media through ralphy generate.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
0x0funky/agent-sprite-forge
Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines.
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
Donchitos/Claude-Code-Game-Studios
Create an ADR documenting a technical decision: context, alternatives considered, consequences.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
Donchitos/Claude-Code-Game-Studios
Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.
Donchitos/Claude-Code-Game-Studios
Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.
Categories
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.
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.
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.
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.
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.
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 *).
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.
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.
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.
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.
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.
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.