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asset-audit — Claude Code skill: what it does, how to install

Audits game assets against naming conventions and size budgets, flagging orphaned files and broken references in code.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a claude-code
Open on GitHub

What asset-audit does

The skill scans asset directories in Godot (assets/), Unity (Assets/), and Unreal Engine (Content/). It relies on Bash utilities like stat and du to read file sizes, checking them against rules in design/art/art-bible.md.

Without an art bible file, size checks will not run at all. When required input data is missing or pre-approved tools cannot measure an asset, the section receives a NOT ASSESSED — NO DATA verdict. The skill never fabricates data. On Unity and Unreal, orphan detection also switches to NOT ASSESSED because references live in scenes and prefabs rather than scripts.

The final audit report lists naming issues, size budget overages, texture format mismatches, and missing files referenced by source code.

What it helps with

  • catch asset files violating naming conventions
  • flag textures and audio exceeding assigned size budgets
  • find broken asset references in project source code
  • verify texture formats and power-of-two dimensions

Example prompts for the agent

  • /asset-audit all
  • /asset-audit art
  • /asset-audit audio

How to install asset-audit

1Skills CLI (Vercel)

npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a claude-code

2Manually: put the files in place

~/.claude/skills/asset-audit/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/asset-audit/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about asset-audit

How do I install asset-audit in Claude Code?

Run npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a claude-code.

What does asset-audit do?

It audits game project assets against format standards and size limits defined in design docs, while also cross-checking code references to find missing or orphaned files.

Why does orphan detection return NOT ASSESSED on Unity and Unreal?

Unity and Unreal reference assets primarily inside prefabs and scenes rather than script files. Because the tool only inspects the code root, it avoids false positives by marking orphans unassessed.

Source text

SKILL.md · MIT
---
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
# Read-only diagnostic skill — no specialist agent delegation needed
---

# 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. Read the art bible by section: find the heading with
the Grep tool (pattern `^#`, content mode) and Read that range with offset
and limit.

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.

© Donchitos · MIT · Donchitos/Claude-Code-Game-Studios

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