Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Compares the content counts planned in game design documents with what is actually implemented, for one system or the whole project, and reports the gaps.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill content-audit -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios content-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/content-audit .claude/skills/content-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 "content-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/content-audit into .claude/skills/content-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "content-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/content-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 content-audit -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios content-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/content-audit .agents/skills/content-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 "content-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/content-audit into .agents/skills/content-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "content-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 content-audit -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios content-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/content-audit .cursor/skills/content-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 "content-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/content-audit into .cursor/skills/content-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "content-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/content-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 content-audit -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios content-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/content-audit .gemini/skills/content-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 "content-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/content-audit into .gemini/skills/content-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "content-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 content-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 content-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/content-audit .github/skills/content-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 "content-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/content-audit into .github/skills/content-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "content-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 content-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 content-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/content-audit .opencode/skills/content-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 "content-audit" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/content-audit into .opencode/skills/content-audit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "content-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.
content-auditCompares the content counts planned in game design documents with what is actually implemented, for one system or the whole project, and reports the gaps.
The skill takes an optional argument: none runs a full audit across all systems, a system name audits just that one, and `--summary` prints a summary table without writing a file. The workflow mode decides depth: full audits all design document specs, standard audits only specs in the required sections and lists counts found elsewhere as not audited, and minimal cannot run because no systems index exists. An automation mode, read from project config with collaborative as the default, controls when the agent asks before acting or writing files.
Before any report, it lists the inputs it needs and records each as found or absent. A section whose input is absent is marked NOT ASSESSED, NO DATA rather than estimated, and if every input is absent the whole verdict is that, naming what is missing and which skill produces it. That verdict counts as a correct result, and it avoids computing a gap percentage that would divide by zero when nothing is specified.
5 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b21fa0f. 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:
ReadGlobGrepWriteBash(bash "*/.claude/skills/content-audit/../../hooks/yaml-helper.sh" resolve_config *)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom 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 Content Audit loads about 3.6k tokens when it runs. Until then it costs about 21 tokens; SKILL.md has 1,683 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 b21fa0f, republished under its MIT licence (© Donchitos). 1,683 words, ~3,608 tokens.
.claude/skills/content-audit/SKILL.md (or your agent's skills folder).!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys workflow,automation
Automation mode: Resolve modes.automation (project.local.yaml →
project.yaml → default collaborative). Every AskUserQuestion call and
every file write follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
Resolved above — use as-is. No block → defaults in .claude/docs/config-resolution.md.
This skill declares tier-dependent behaviour ("audit only specs in the required sections"), which is unreachable unless the tier is actually resolved — without it the skill applies whatever tier it assumed. Resolve
modes.workflowbefore auditing, and when a required input such asdesign/gdd/systems-index.mdis absent, reportNOT ASSESSED — NO DATArather than computing a gap percentage (which divides by zero when nothing is specified).
When this skill is invoked:
Parse the argument:
[system-name] → audit that single system only--summary → summary table only, no file writeworkflow (see .claude/docs/workflow-modes.md):
full — full content-count audit against all GDD specs.standard — audit only specs in the required sections; list any count found
outside them as not audited at this tier.minimal — cannot run (no systems index exists).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 (/map-systems for design/gdd/systems-index.md, /design-system for the GDDs).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 and has been observed in practice: report templates whose verdict
enum had no "could not run" state produced false clean passes — an asset audit
returning COMPLIANT on a project with no assets and no standards, and 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 design/gdd/systems-index.md for the full list of systems, their
categories, and MVP/priority tier.
Registry-first count: If design/registry/entities.yaml exists, read it
first. Its entities and items sections are the cross-GDD named content
the audit is counting, already distilled with a source: GDD per entry:
Grep pattern="^ - name:" path="design/registry/entities.yaml" output_mode="content" -A 2- name: appears in all four registry sections; keep only the names whose
-A 2 context shows they sit under entities: or items: (the named
content this audit counts — not formulas:/constants:). Use those as the
planned named-content set without full-reading the GDDs that own them.
If design/registry/entities.yaml does not exist or has no entries (it
ships as an empty stub until /design-system populates it), skip this step
and rely on the GDD scan below — behaviour is unchanged, only more expensive.
L0 pre-scan: Before full-reading any GDDs, run two greps — they answer different questions and must not share a pattern:
a. Which GDDs carry a Summary (the denominator / fail-open check):
Grep pattern="^## Summary" glob="design/gdd/*.md" output_mode="files_with_matches"b. Which GDDs actually declare content counts (the narrowing step):
Grep pattern="[0-9]+[[:space:]]+(enemies|enemy types|levels|areas|maps|stages|items|weapons|equipment|abilities|skills|spells|cutscenes|conversations|dialogue scenes|bosses|quests)|(enemy|item|weapon|ability|level) types:" glob="design/gdd/*.md" output_mode="files_with_matches"Keep the two scans separate.
## Summarymatches every compliant GDD, so a union with it narrows nothing, and a literal placeholder such asN enemiesmatches no real GDD. Pattern (b) matches digits followed by the content nouns step 5 actually extracts.
Fail open on a missing Summary. Establish the denominator: glob
design/gdd/*.md and count N. Scan (a) matching fewer than N means
those GDDs predate ## Summary — never treat an absent Summary as a system
out of scope; a zero-match (a) means "no GDD carries a Summary yet", not "no
auditable content". Full-read the unmatched in-scope GDDs.
For a single-system audit: skip this step and go straight to full-read.
For a full audit: full-read the GDDs that scan (b) matched
and are not already fully covered by the registry entries from step 2,
plus every GDD scan (a) missed — the fail-open rule wins over this
narrowing: a GDD with no ## Summary is full-read even when scan (b) did
not match it. Only a GDD that has a Summary and no content-count language (a
pure mechanics GDD) is noted as "No auditable content counts" without a full
read.
Full-read in-scope GDD files (or the single system GDD if a system name was given).
For each GDD, extract explicit content counts or lists, noting the ## section each sits under — at standard, a count outside the required sections (.claude/docs/workflow-modes.md) goes on the "Not audited at this tier" list, never into the inventory. Look for patterns
like:
Build a content inventory table from the extracted data:
| System | Content Type | Specified Count/List | Source GDD |
|---|
Note: If a GDD describes content qualitatively but gives no count, record "Unspecified" and flag it — unspecified counts are a design gap worth noting.
For each content type found in Phase 1, scan the relevant directories to count what has been implemented. Use Glob and Grep to locate files.
On Unreal, content lives in Content/ — maps and data assets both — and the
code root (Source/<Module>/) holds only C++. So on Unreal, every assets/… glob
below also runs under Content/ (*.uasset in place of the data extensions),
and levels are Content/**/*.umap. Skipping this finds zero levels on every
Unreal project and reports them NOT STARTED.
On Unity, content lives under Assets/ (compare the case exactly —
.claude/docs/code-root-resolution.md), and rarely in a data/ folder. So on
Unity every assets/… glob below also runs under Assets/, without requiring
a data/ segment — for items, Assets/**/items/**, Assets/**/Items/** and
Assets/**/*Item*.asset — and data files include .asset (ScriptableObjects)
and .prefab. Skipping this finds zero items, abilities, quests and dialogue
on a Unity project and reports them NOT STARTED.
Levels / Areas / Maps:
assets/**/*.tscn, assets/**/*.unity, assets/**/*.umap*.tscn (Godot), *.unity (Unity); on Unreal, Content/**/*.umap instead (above). Resolve the root per .claude/docs/code-root-resolution.md. If the code root is unresolved, report NOT ASSESSED — code root unresolved rather than zero hits.levels/, areas/, maps/,
worlds/, stages/Enemies / Characters / NPCs:
assets/data/**/enemies/**, assets/data/**/characters/**<code root>/**/enemies/**, <code root>/**/characters/**.json, .tres, .asset, .yaml data files defining entity statsItems / Equipment / Loot:
assets/data/**/items/**, assets/data/**/equipment/**,
assets/data/**/loot/**.json, .tres, .asset data filesAbilities / Skills / Spells:
assets/data/**/abilities/**, assets/data/**/skills/**,
assets/data/**/spells/**.json, .tres, .asset data filesDialogue / Conversations / Cutscenes:
assets/**/*.dialogue, assets/**/*.csv, assets/**/*.inkassets/data/Quests / Missions:
assets/data/**/quests/**, assets/data/**/missions/**.json, .yaml definition filesEngine-specific notes (acknowledge in the report):
Produce the gap table:
| System | Content Type | Specified | Found | Gap | Status |
|--------|-------------|-----------|-------|-----|--------|Status categories:
COMPLETE — Found ≥ Specified (100%+)IN PROGRESS — Found is 50–99% of SpecifiedEARLY — Found is 1–49% of SpecifiedNOT STARTED — Found is 0Priority flags:
Flag a system as HIGH PRIORITY in the report if:
NOT STARTED or EARLY, ANDSummary line:
(Specified - Found) / Specified * 100A row whose Found is NOT ASSESSED (code root unresolved) has no Gap or
Status, is never NOT STARTED, and stays out of both totals; the summary names it.
Present the gap table and summary to the user. Ask: "May I write the full report to docs/content-audit-[YYYY-MM-DD].md?"
If yes, write the file:
# Content Audit — [Date]
## Summary
- **Total specified**: [N] content items across [M] systems
- **Total found**: [N]
- **Gap**: [N] items ([X%] unimplemented)
- **Scope**: [Full audit | System: name] — [all GDD sections | required sections only (workflow: standard)]
- **Not audited at this tier**: [counts found only outside the required sections — or "none"; omit at `full`]
> Note: Counts are approximations based on file scanning.
> The audit cannot distinguish shipped content from editor/test assets.
> Manual verification is recommended for any HIGH PRIORITY gaps.
## Gap Table
| System | Content Type | Specified | Found | Gap | Status |
|--------|-------------|-----------|-------|-----|--------|
## HIGH PRIORITY Gaps
[List systems flagged HIGH PRIORITY with rationale]
## Per-System Breakdown
### [System Name]
- **GDD**: `design/gdd/[file].md`
- **Content types audited**: [list]
- **Notes**: [any caveats about scan accuracy for this system]
## Recommendation
Focus implementation effort on:
1. [Highest-gap HIGH PRIORITY system]
2. [Second system]
3. [Third system]
## Unspecified Content Counts
The following GDDs describe content without giving explicit counts.
Consider adding counts to improve auditability:
[List of GDDs and content types with "Unspecified"]After writing the report, ask:
"Would you like to create backlog stories for any of the content gaps?"
If yes: for each system the user selects, suggest a story title and point them
to /create-stories [epic-slug] or /quick-design depending on the size of the gap.
Print the Gap Table and Summary directly to conversation. Do not write a file.
End with: "Run /content-audit without --summary to write the full report."
After the audit, recommend the highest-value follow-up actions:
NOT STARTED and MVP-tagged → "Run /design-system [name] to
add missing content counts to the GDD before implementation begins."/sprint-plan to allocate content work across upcoming sprints."/create-stories [epic-slug] for each HIGH PRIORITY gap."--summary was used → "Run /content-audit (no flag) to write the full report to docs/."Close with the verdict that matches the run:
NOT ASSESSED — code root unresolved); name which, and for missing counts
name /design-system. Never print COMPLETE for a run that could not compute a gap.© 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/content-audit of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Game Content 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 Content Audit this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~3.6k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 9 repos | ~5k | Automated safety check: Pass | MIT | |
| Roblox Gamebrockmartin/roblox-game-skill | 197 | — | ~1.3k | Automated safety check: Pass | None | |
| Godot 3D World Buildingthedivergentai/GD-Agentic-Skills | 803 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | |
| Game Build From Designzenstory-ai/novel-to-game | 832 | — | ~661 | Automated safety check: Pass | MIT | |
| Co Op Game Intro Generatortl2012tl/comfyUI-llama-TE | 239 | 4 repos | ~2k | Automated safety check: Pass | None |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
brockmartin/roblox-game-skill
Expert Roblox game development companion — Luau, Roblox Studio, MCP integration, simulator, tycoon, obby, RPG, horror, battle royale, game design, security, performance.
thedivergentai/GD-Agentic-Skills
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.
zenstory-ai/novel-to-game
Builds a risk-matched whitebox or an approved production game candidate from a game design for its target runtime, with replayable evidence.
tl2012tl/comfyUI-llama-TE
For users creating a two-player co-op game menu or opening animation.
zenstory-ai/novel-to-game
Orchestrates turning a novel in any language into a playable game, from requirements intake and source-grounded analysis through design, build and QA.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
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.
Donchitos/Claude-Code-Game-Studios
Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.
Categories
Compares the content counts planned in game design documents with what is actually implemented, for one system or the whole project, and reports the gaps. The skill takes an optional argument: none runs a full audit across all systems, a system name audits just that one, and `--summary` prints a summary table without writing a file. The workflow mode decides depth: full audits all design document specs, standard audits only specs in the required sections and lists counts found elsewhere as not audited, and minimal cannot run because no systems index exists.
Game Content Audit fits situations like: checking implemented game content against the counts planned in design documents; auditing a single system's planned versus built content; producing a quick summary table of content gaps.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill content-audit -a claude-code`. Or copy the skill folder (.claude/skills/content-audit in Donchitos/Claude-Code-Game-Studios) into .claude/skills/content-audit in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill content-audit -a codex`. Or copy the skill folder (.claude/skills/content-audit in Donchitos/Claude-Code-Game-Studios) into .agents/skills/content-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 content-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/content-audit, .gemini/skills/content-audit, .github/skills/content-audit and .opencode/skills/content-audit in your project.
Going by SKILL.md and its folder, Game Content Audit needs the command-line tools its instructions call (bash). Our summary lists: Game design documents under design/gdd, including a systems index. Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/content-audit/../../hooks/yaml-helper.sh" resolve_config *).
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 Content 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 3.6k tokens (SKILL.md is roughly 14k 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 Content Audit: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Roblox Game (brockmartin/roblox-game-skill, 197 stars), Godot 3D World Building (thedivergentai/GD-Agentic-Skills, 803 stars) and Game Build From Design (zenstory-ai/novel-to-game, 832 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 25,834 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 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.