adopt
無料Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
日本語の概要は準備中です。原文の説明を表示しています。
Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
インストール方法を見るインストールする前に、エージェントに与えられる指示の中身を確認できます。
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.
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.
FOUND or ABSENT — not "assumed present".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.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.
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.
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:
assets/art/**/*, assets/audio/**/*, assets/vfx/**/*,
assets/shaders/**/*, assets/data/**/*Assets/**/*, leaving out scripts (*.cs, *.asmdef) and *.meta filesContent/**/*.uasset and Content/**/*.umapThe 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.
Naming conventions:
[category]_[name]_[variant]_[size].[ext][category]_[context]_[name]_[variant].[ext]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:
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.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.
# 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:
NOT ASSESSED — name which. It
ranks below the two finding verdicts, because a measured violation is more
actionable than a gap, and above COMPLIANTThis skill is read-only — it produces a report but does not write files.
/art-bible to write its Asset Standards section./content-audit to cross-check asset counts against GDD-specified requirements.まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
日本語の概要は準備中です。原文の説明を表示しています。
Create an ADR documenting a technical decision: context, alternatives considered, consequences.
日本語の概要は準備中です。原文の説明を表示しています。
Traceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
日本語の概要は準備中です。原文の説明を表示しています。
Author the Art Bible — visual identity gating asset production. Run before /map-systems.
日本語の概要は準備中です。原文の説明を表示しています。
Per-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
日本語の概要は準備中です。原文の説明を表示しています。
Find balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
日本語の概要は準備中です。原文の説明を表示しています。