Skip to content
Agent Orchestration
Skill

/content-audit

Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.

From plugin
claude-code-game-studios
25k73 skills49 agents
Install
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill content-audit --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/content-audit

Context preview

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

Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.

SKILL.md

content-audit.SKILL.md
name: content-audit
description: "Audit GDD-specified content counts against implemented content. Identifies what's planned vs built."
argument-hint: "[system-name | --summary | (no arg = full audit)]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write
model: sonnet
agent: producer

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

---

Phase 1 — Context Gathering

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

2. **L0 pre-scan**: Before full-reading any GDDs, Grep all GDD files for `## Summary` sections plus common content-count keywords:

   Grep pattern="(## Summary|N enemies|N levels|N items|N abilities|enemy types|item types)" glob="design/gdd/*.md" output_mode="files_with_matches"

For a single-system audit: skip this step and go straight to full-read. For a full audit: full-read only the GDDs that matched content-count keywords. GDDs with no content-count language (pure mechanics GDDs) are noted as "No auditable content counts" without a full read.

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

4. **For each GDD, extract explicit content counts or lists.** 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)

4. **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.

**Levels / Areas / Maps:**

  • Glob `assets/**/*.tscn`, `assets/**/*.unity`, `assets/**/*.umap`
  • Glob `src/**/*.tscn`, `src/**/*.unity`
  • 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 `src/**/enemies/**`, `src/**/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`

---

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]

> 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 cou
Read more
Ships withclaude-code-game-studios

Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.

Get the whole plugin

Other skills on claude-code-game-studios.