Agent skill

Game Content Audit

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

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.

MITAuto-check passedGame Development

Install Game Content Audit

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

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

GitHub CLI
$ gh skill install Donchitos/Claude-Code-Game-Studios content-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/content-audit .claude/skills/content-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
content-audit
GitHub stars
26k
Token cost
~3.6k tokens
SKILL.md length
1,683 words
Files
1
Skills in repo
73
Repo updated
First seen
Licence
MIT

At a glance

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.

  • Works in 5 steps: Context Gathering → Implementation Scan → Gap Report → …
  • Checking implemented game content against the counts planned in design documents
  • SKILL.md covers Insufficient input — check…, Phase 1 — Context Gathering, Phase 2 — Implementation Scan and Phase 3 — Gap Report, plus 2 more sections
  • Calls bash

What it does

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.

When your agent uses it

  • 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

Example prompts

  • “Run a content audit across all systems and write the report.”
  • “Audit the crafting system only.”
  • “Give me the content-audit summary table without writing a file.”

Requirements

  • Game design documents under design/gdd, including a systems index
  • Pre-approved tools (allowed-tools): Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/content-audit/../../hooks/yaml-helper.sh" resolve_config *)

Workflow steps

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

  1. Context Gathering
  2. Implementation Scan
  3. Gap Report
  4. Output
  5. Next Steps

What it can do on your machine

Read from SKILL.md and the folder at commit b21fa0f. 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
    • Write
    • Bash(bash "*/.claude/skills/content-audit/../../hooks/yaml-helper.sh" resolve_config *)

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • bash

    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 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.

Always · name and description, kept in context so the agent knows when to use it
~21
When it runs · the whole SKILL.md, loaded when a task matches
~3.6k

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 b21fa0f, republished under its MIT licence (© Donchitos). 1,683 words, ~3,608 tokens.

Download SKILL.mdSave it as .claude/skills/content-audit/SKILL.md (or your agent's skills folder).
name
content-audit
description
Audit GDD content counts against what's implemented — planned vs built.
allowed-tools
Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/content-audit/../../hooks/yaml-helper.sh" resolve_config *)
argument-hint
[system-name | --summary | (no arg = full audit)]
user-invocable
true
model
sonnet

!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.workflow before auditing, and when a required input such as design/gdd/systems-index.md is absent, report NOT ASSESSED — NO DATA rather than computing a gap percentage (which divides by zero when nothing is specified).

When this skill is invoked:

Parse the argument:

  • No argument → full audit across all systems
  • [system-name] → audit that single system only
  • --summary → summary table only, no file write

workflow (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).

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 (/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.


Phase 1 — Context Gathering

  1. Read design/gdd/systems-index.md for the full list of systems, their categories, and MVP/priority tier.

  2. 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.

  3. 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. ## Summary matches every compliant GDD, so a union with it narrows nothing, and a literal placeholder such as N enemies matches 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.

  4. Full-read in-scope GDD files (or the single system GDD if a system name was given).

  5. 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:

    • "N enemies" / "enemy types:" / list of named enemies
    • "N levels" / "N areas" / "N maps" / "N stages"
    • "N items" / "N weapons" / "N equipment pieces"
    • "N abilities" / "N skills" / "N spells"
    • "N dialogue scenes" / "N conversations" / "N cutscenes"
    • "N quests" / "N missions" / "N objectives"
    • Any explicit enumerated list (bullet list of named content pieces)
  6. Build a content inventory table from the extracted data:

    SystemContent TypeSpecified Count/ListSource 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.


Show full SKILL.md (736 more words)Show less

Phase 2 — Implementation Scan

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:

  • Glob assets/**/*.tscn, assets/**/*.unity, assets/**/*.umap
  • Glob the code root for scene files: *.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.
  • Look for scene files in subdirectories named levels/, areas/, maps/, worlds/, stages/
  • Count unique files that appear to be level/scene definitions (not UI scenes)

Enemies / Characters / NPCs:

  • Glob assets/data/**/enemies/**, assets/data/**/characters/**
  • Glob <code root>/**/enemies/**, <code root>/**/characters/**
  • Look for .json, .tres, .asset, .yaml data files defining entity stats
  • Look for scene/prefab files in character subdirectories

Items / Equipment / Loot:

  • Glob assets/data/**/items/**, assets/data/**/equipment/**, assets/data/**/loot/**
  • Look for .json, .tres, .asset data files

Abilities / Skills / Spells:

  • Glob assets/data/**/abilities/**, assets/data/**/skills/**, assets/data/**/spells/**
  • Look for .json, .tres, .asset data files

Dialogue / Conversations / Cutscenes:

  • Glob assets/**/*.dialogue, assets/**/*.csv, assets/**/*.ink
  • Grep for dialogue data files in assets/data/

Quests / Missions:

  • Glob assets/data/**/quests/**, assets/data/**/missions/**
  • Look for .json, .yaml definition files

Engine-specific notes (acknowledge in the report):

  • Counts are approximations — the skill cannot perfectly parse every engine format or distinguish editor-only files from shipped content
  • Scene files may include both gameplay content and system/UI scenes; the scan counts all matches and notes this caveat

Phase 3 — Gap 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 Specified
  • EARLY — Found is 1–49% of Specified
  • NOT STARTED — Found is 0

Priority flags: Flag a system as HIGH PRIORITY in the report if:

  • Status is NOT STARTED or EARLY, AND
  • The system is tagged MVP or Vertical Slice in the systems index, OR
  • The systems index shows the system is blocking downstream systems

Summary line:

  • Total content items specified (sum of all Specified column values)
  • Total content items found (sum of all Found column values)
  • Overall gap percentage: (Specified - Found) / Specified * 100

A 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.


Phase 4 — Output

Full audit and single-system modes

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:

markdown
# 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.

--summary mode

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."


Phase 5 — Next Steps

After the audit, recommend the highest-value follow-up actions:

  • If any system is NOT STARTED and MVP-tagged → "Run /design-system [name] to add missing content counts to the GDD before implementation begins."
  • If total gap is >50% → "Run /sprint-plan to allocate content work across upcoming sprints."
  • If any system is flagged HIGH PRIORITY → "Run /create-stories [epic-slug] for each HIGH PRIORITY gap."
  • If --summary was used → "Run /content-audit (no flag) to write the full report to docs/."

Close with the verdict that matches the run:

  • Verdict: COMPLETE — content audit finished.
  • Verdict: NOT ASSESSED — NO DATA — a required input was absent (see the note at the top), nothing in scope gives a count (no registry entry, and every GDD is "Unspecified" or "No auditable content counts"), or a Found count could not be taken (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

Files

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

Open the folder on GitHubat commit b21fa0f

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Questions about Game Content Audit

What does Game Content Audit do?

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.

When should I use Game Content Audit?

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.

How do I install Game Content Audit in Claude Code?

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.

How do I install Game Content Audit in Codex?

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.

Can I use Game Content 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 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.

What does Game Content Audit need to run?

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 *).

Does Game Content 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 Content 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 Content Audit use?

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.

How many tokens does Game Content Audit use?

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.

What are the alternatives to Game Content Audit?

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.

Who maintains Game Content Audit?

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.