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Claude-Code-Game-Studios/.claude/skills/content-audit/SKILL.md
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DonchitosandClaude Opus 5.5 be8993bbc5 Release 1.1.3 — long skills keep their later steps
Fix release for 1.1.2: the 14 longest skills keep their later phases
after a compaction, a question nobody answered is never taken as an
answer, settings read the same from a subfolder, the commit check works
for a project in a subfolder of a larger repository, every skill opens
with a title, and the shipped allow rules no longer approve deleting a
branch or writing files without asking. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.2 → v1.1.3).

Refs #83
Refs #133

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
2026-10-08 17:52:48 +11:00

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---
name: content-audit
description: "Audit GDD content counts against what's implemented — planned vs built."
argument-hint: "[system-name | --summary | (no arg = full audit)]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/content-audit/../../hooks/yaml-helper.sh" resolve_config *)
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`.
# Content Audit
> 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: a report whose verdict enum has no "could not run" state produces
**false clean passes** — an asset audit returning COMPLIANT on a project with no
assets and no standards, or 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:
| 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/**/*.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.