content-audit
Audit GDD content counts against what's implemented — planned vs built.
How do I install this agent skill?
npx skills add https://github.com/donchitos/claude-code-game-studios --skill content-auditIs this agent skill safe to install?
- Gen Agent Trust Hubwarn
This skill performs silent command execution at load time to resolve configuration via path traversal and processes various project files that could contain untrusted data, creating a surface for indirect prompt injection.
- Socketwarn
1 alert: gptAnomaly
- Snykpass
Risk: LOW · No issues
- ZeroLeakspass
Score: 93/100 · 2 sections analyzed
What does this agent skill do?
!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:
- 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.
- List the inputs this skill reads (data files, prior reports, profiler output, test results, registries, source code).
- For each, record
FOUNDorABSENT— not "assumed present". - If any input required for a section is ABSENT, that section is
NOT ASSESSED — NO DATA. Do not estimate it, do not infer it from an adjacent artifact, and do not leave a mandated cell to be filled by whoever reads the template next. - If every required input is ABSENT, stop and report
NOT ASSESSED — NO DATAas the whole verdict, naming what was missing and which skill produces it (/map-systemsfordesign/gdd/systems-index.md,/design-systemfor 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
-
Read
design/gdd/systems-index.mdfor the full list of systems, their categories, and MVP/priority tier. -
Registry-first count: If
design/registry/entities.yamlexists, read it first. Itsentitiesanditemssections are the cross-GDD named content the audit is counting, already distilled with asource: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 2context shows they sit underentities:oritems:(the named content this audit counts — notformulas:/constants:). Use those as the planned named-content set without full-reading the GDDs that own them. Ifdesign/registry/entities.yamldoes not exist or has no entries (it ships as an empty stub until/design-systempopulates 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/*.mdand 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
## Summaryis 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 — atstandard, 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)
-
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.
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/**/*.umapinstead (above). Resolve the root per.claude/docs/code-root-resolution.md. If the code root is unresolved, reportNOT ASSESSED — code root unresolvedrather 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,.yamldata 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,.assetdata files
Abilities / Skills / Spells:
- Glob
assets/data/**/abilities/**,assets/data/**/skills/**,assets/data/**/spells/** - Look for
.json,.tres,.assetdata 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,.yamldefinition 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 SpecifiedEARLY— Found is 1–49% of SpecifiedNOT STARTED— Found is 0
Priority flags:
Flag a system as HIGH PRIORITY in the report if:
- Status is
NOT STARTEDorEARLY, 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:
# 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 STARTEDand MVP-tagged → "Run/design-system [name]to add missing content counts to the GDD before implementation begins." - If total gap is >50% → "Run
/sprint-planto allocate content work across upcoming sprints." - If any system is flagged HIGH PRIORITY → "Run
/create-stories [epic-slug]for each HIGH PRIORITY gap." - If
--summarywas used → "Run/content-audit(no flag) to write the full report todocs/."
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.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/donchitos/claude-code-game-studios/content-audit">View content-audit on skillZs</a>