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/code-review

Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.

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claude-code-game-studios
25k73 skills49 agents
Install
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill code-review --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/code-review

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The summary Claude sees to decide when to auto-load this skill.

Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.

SKILL.md

code-review.SKILL.md
name: code-review
description: "Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns."
argument-hint: "[path-to-file-or-directory]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Bash, Task, AskUserQuestion
model: sonnet
agent: lead-programmer

Phase 1: Load Target Files

Read the target file(s) in full. Read CLAUDE.md for project coding standards.

---

Phase 2: Identify Engine Specialists

Read `.claude/docs/technical-preferences.md`, section `## Engine Specialists`. Note:

  • The **Primary** specialist (used for architecture and broad engine concerns)
  • The **Language/Code Specialist** (used when reviewing the project's primary language files)
  • The **Shader Specialist** (used when reviewing shader files)
  • The **UI Specialist** (used when reviewing UI code)

If the section reads `[TO BE CONFIGURED]`, no engine is pinned — skip engine specialist steps.

---

Phase 3: ADR Compliance Check

**Argument:** `/code-review [file(s)]` may optionally include a story file path as the last argument (e.g., `/code-review src/combat/attack.gd production/epics/combat/story-001.md`). If a story path is provided, read it to extract the governing ADR reference.

Search for ADR references in, in priority order: 1. The story file (if provided as argument) 2. Header comments at the top of the implementation files 3. Commit messages referencing these files (`git log --oneline -- [file]`)

Look for patterns like `ADR-NNN` or `docs/architecture/ADR-`.

If no ADR references found, note: "No ADR references found — ADR compliance check skipped. For full ADR compliance review, provide the story path: `/code-review [files] [story-path]`."

For each referenced ADR: read the file, extract the **Decision** and **Consequences** sections, then classify any deviation:

  • **ARCHITECTURAL VIOLATION** (BLOCKING): Uses a pattern explicitly rejected in the ADR
  • **ADR DRIFT** (WARNING): Meaningfully diverges from the chosen approach without using a forbidden pattern
  • **MINOR DEVIATION** (INFO): Small difference from ADR guidance that doesn't affect overall architecture

---

Phase 4: Standards Compliance

Identify the system category (engine, gameplay, AI, networking, UI, tools) and evaluate:

  • [ ] Public methods and classes have doc comments
  • [ ] Cyclomatic complexity under 10 per method
  • [ ] No method exceeds 40 lines (excluding data declarations)
  • [ ] Dependencies are injected (no static singletons for game state)
  • [ ] Configuration values loaded from data files
  • [ ] Systems expose interfaces (not concrete class dependencies)

---

Phase 5: Architecture and SOLID

**Architecture:**

  • [ ] Correct dependency direction (engine <- gameplay, not reverse)
  • [ ] No circular dependencies between modules
  • [ ] Proper layer separation (UI does not own game state)
  • [ ] Events/signals used for cross-system communication
  • [ ] Consistent with established patterns in the codebase

**SOLID:**

  • [ ] Single Responsibility: Each class has one reason to change
  • [ ] Open/Closed: Extendable without modification
  • [ ] Liskov Substitution: Subtypes substitutable for base types
  • [ ] Interface Segregation: No fat interfaces
  • [ ] Dependency Inversion: Depends on abstractions, not concretions

---

Phase 6: Game-Specific Concerns

  • [ ] Frame-rate independence (delta time usage)
  • [ ] No allocations in hot paths (update loops)
  • [ ] Proper null/empty state handling
  • [ ] Thread safety where required
  • [ ] Resource cleanup (no leaks)

---

Phase 7: Specialist Reviews (Parallel)

Spawn all applicable specialists simultaneously via Task — do not wait for one before starting the next.

Engine Specialists

If an engine is configured, determine which specialist applies to each file and spawn in parallel:

  • Primary language files (`.gd`, `.cs`, `.cpp`) → Language/Code Specialist
  • Shader files (`.gdshader`, `.hlsl`, shader graph) → Shader Specialist
  • UI screen/widget code → UI Specialist
  • Cross-cutting or unclear → Primary Specialist

Also spawn the **Primary Specialist** for any file touching engine architecture (scene structure, node hierarchy, lifecycle hooks).

QA Testability Review

For Logic and Integration stories, also spawn `qa-tester` via Task in parallel with the engine specialists. Pass:

  • The implementation files being reviewed
  • The story's `## QA Test Cases` section (the pre-written test specs from qa-lead)
  • The story's `## Acceptance Criteria`

Ask the qa-tester to evaluate:

  • [ ] Are all test hooks and interfaces exposed (not hidden behind private/internal access)?
  • [ ] Do the QA test cases from the story's `## QA Test Cases` section map to testable code paths?
  • [ ] Are any acceptance criteria untestable as implemented (e.g., hardcoded values, no seam for injection)?
  • [ ] Does the implementation introduce any new edge cases not covered by the existing QA test cases?
  • [ ] Are there any observable side effects that should have a test but don't?

For Visual/Feel and UI stories: qa-tester reviews whether the manual verification steps in `## QA Test Cases` are achievable with the implementation as written — e.g., "is the state the manual checker needs to reach actually reachable?"

Collect all specialist findings before producing output.

---

Phase 8: Output Review

## Code Review: [File/System Name]

### Engine Specialist Findings: [N/A — no engine configured / CLEAN / ISSUES FOUND]
[Findings from engine specialist(s), or "No engine configured." if skipped]

### Testability: [N/A — Visual/Feel or Config story / TESTABLE / GAPS / BLOCKING]
[qa-tester findings: test hooks, coverage gaps, untestable paths, new edge cases]
[If BLOCKING: implementation must expose [X] before tests in ## QA Test Cases can run]

### ADR Compliance: [NO ADRS FOUND / COMPLIANT / DRIFT / VIOLATION]
[List each ADR checked, result, and any de
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