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asset-audit

Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.

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Donchitos/Claude-Code-Game-Studios
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2026년 10월 8일 06:52
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SKILL.md
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name
asset-audit
description
Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
argument-hint
[category|all]
user-invocable
true
allowed-tools
Read, Glob, Grep, Bash(stat *), Bash(file *), Bash(od *), Bash(wc *), Bash(du *)
model
sonnet
# Asset Audit ## Measuring file sizes and formats requires Bash This skill's report asks for **file sizes against budgets**, **texture dimensions** (power-of-two), **audio sample rates**, and **last-modified times** for orphan detection. None of those are obtainable from `Read`/`Glob`/`Grep` — they need `stat` or a binary header read, so the read-only measuring commands (`stat`, `file`, `od`, `wc`, `du`) are pre-approved above; list files with Glob. Anything else asks first. **If you cannot take a measurement, the cell is `NOT ASSESSED`, never an estimate.** A size budget table filled from guesses is worse than an empty one: it looks like evidence. This is a live fabrication vector even on a project full of real assets: if the template demands tables of numbers the tool allowlist cannot produce, the only way to complete it is to invent them. --- ## 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. **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: Read Standards Read the art bible's Asset Standards section (`design/art/art-bible.md`) and any asset standards in the relevant design docs — size budgets and format rules come from there. The naming patterns are the ones in Phase 3 below, unless the art bible states its own. If neither states a size budget — or there is no art bible — the Size section is `NOT ASSESSED — no size budget set`, and the report names `/art-bible`, whose Asset Standards section sets budgets, formats and the naming convention. --- ## Phase 2: Scan Asset Directories Assets live under the engine's asset root: `assets/` on Godot, `Assets/` on Unity, `Content/` on Unreal. Resolve the engine and its code root per `.claude/docs/code-root-resolution.md`; that code root is the one Phase 3's orphan and missing-asset searches read. If it is unresolved, stop: `NOT ASSESSED — engine unresolved`, naming `/setup-engine`. Scan the asset root using Glob: - **Godot** — `assets/art/**/*`, `assets/audio/**/*`, `assets/vfx/**/*`, `assets/shaders/**/*`, `assets/data/**/*` - **Unity** — `Assets/**/*`, leaving out scripts (`*.cs`, `*.asmdef`) and `*.meta` files - **Unreal** — `Content/**/*.uasset` and `Content/**/*.umap` The files matched are `Total assets scanned`. If there are none, the checks on scanned files — Naming, Size, Format, Orphaned — are `NOT ASSESSED — no assets under <asset root>`; the missing-asset search still runs. --- ## Phase 3: Run Compliance Checks **Naming conventions:** - Art: `[category]_[name]_[variant]_[size].[ext]` - Audio: `[category]_[context]_[name]_[variant].[ext]` - All files must be lowercase with underscores These are Godot's conventions. Unity and Unreal name assets in PascalCase, so on those engines check names only against a naming rule the art bible states; with none, Naming is `NOT ASSESSED — no naming rule for <engine>` (name `/art-bible`). **File standards:** - Textures: Power-of-two dimensions, correct format (PNG for UI, compressed for 3D), within size budget - Audio: Correct sample rate, format (OGG for SFX, OGG/MP3 for music), within duration limits. `file` reports an audio file's format and sample rate but not its length, and no pre-approved tool here does; a duration budget is therefore `NOT ASSESSED — duration not measurable here`, naming the files it covers. - Data: Valid JSON/YAML, schema-compliant On Unreal an asset file (`.uasset`, `.umap`) does not keep its source file's format or dimensions, so Format is `NOT ASSESSED` there; its size is still measured. **Orphaned assets:** Search the code root for references to each asset file. Flag any with no references. **Missing assets:** Search the code root for asset references and verify the files exist. Both searches need code: if the code root holds no source files, Orphaned and Missing are `NOT ASSESSED — no code to search`. On Unity and Unreal most asset references live in scenes, prefabs and other assets rather than code, so an asset no code names may still be in use: Orphaned is `NOT ASSESSED` there. --- ## Phase 4: Output Audit Report ```markdown # Asset Audit Report -- [Category] -- [Date] ## Summary - **Total assets scanned**: [N] - **Naming violations**: [N] - **Size violations**: [N] - **Format violations**: [N] - **Orphaned assets**: [N] - **Missing assets**: [N] - **Sections not assessed**: [none | each section and why] ## Naming Violations | File | Expected Pattern | Issue | |------|-----------------|-------| ## Size Violations | File | Budget | Actual | Overage | |------|--------|--------|---------| ## Format Violations | File | Expected Format | Actual Format | |------|----------------|---------------| ## Orphaned Assets (no code references found) | File | Last Modified | Size | Recommendation | |------|-------------|------|---------------| ## Missing Assets (referenced but not found) | Reference Location | Expected Path | |-------------------|---------------| ## Recommendations [Prioritized list of fixes, one per violation, each naming the change — the target resolution or compression for a size violation, the corrected name for a naming violation, the target format for a format violation] ## Verdict: [NOT ASSESSED / COMPLIANT / WARNINGS / NON-COMPLIANT] ``` Choose the verdict by the findings, first match wins: - **NON-COMPLIANT** — any size violation, or any asset that code references but that does not exist - **WARNINGS** — only naming, format or orphaned-asset findings - **NOT ASSESSED** — the audit did not cover its scope: no data at all (the path above), zero assets scanned, or any section `NOT ASSESSED` — name which. It ranks below the two finding verdicts, because a measured violation is more actionable than a gap, and above COMPLIANT - **COMPLIANT** — at least one asset scanned, every section assessed, no findings This skill is read-only — it produces a report but does not write files. --- ## Phase 5: Next Steps - Fix naming violations using the Phase 3 patterns (or the art bible's, where it states its own). - If standards were missing, run `/art-bible` to write its Asset Standards section. - Delete confirmed orphaned assets after manual review. - Run `/content-audit` to cross-check asset counts against GDD-specified requirements.
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