Install
$ agentstack add skill-frabcd-codex-ai-game-studio-content-audit ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
> Port provenance: adapted from the pinned upstream source at 984023ddac0d5e27624f2baacde6105e45de375f under MIT; see the repository parity ledger for the exact path and blob.
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
- Read
design/gdd/systems-index.mdfor the full list of systems, their
categories, and MVP/priority tier.
- L0 pre-scan: Before full-reading any GDDs, text search all GDD files for
## Summary sections plus common content-count keywords: `` text search 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.
- Full-read in-scope GDD files (or the single system GDD if a system
name was given).
- 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)
- 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 file discovery and text search to locate files.
Levels / Areas / Maps:
- file discovery
assets/**/*.tscn,assets/**/*.unity,assets/**/*.umap - file discovery
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:
- file discovery
assets/data/**/enemies/**,assets/data/**/characters/** - file discovery
src/**/enemies/**,src/**/characters/** - Look for
.json,.tres,.asset,.yamldata files defining entity stats - Look for scene/prefab files in character subdirectories
Items / Equipment / Loot:
- file discovery
assets/data/**/items/**,assets/data/**/equipment/**,
assets/data/**/loot/**
- Look for
.json,.tres,.assetdata files
Abilities / Skills / Spells:
- file discovery
assets/data/**/abilities/**,assets/data/**/skills/**,
assets/data/**/spells/**
- Look for
.json,.tres,.assetdata files
Dialogue / Conversations / Cutscenes:
- file discovery
assets/**/*.dialogue,assets/**/*.csv,assets/**/*.ink - text search for dialogue data files in
assets/data/
Quests / Missions:
- file discovery
assets/data/**/quests/**,assets/data/**/missions/** - Look for
.json,.yamldefinition 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 SpecifiedEARLY— Found is 1–49% of SpecifiedNOT STARTED— Found is 0
Priority flags: Flag a system as HIGH PRIORITY in the report if:
- Status is
NOT STARTEDorEARLY, 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 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 $ai-game-studio:create-stories [epic-slug] or $ai-game-studio: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 $ai-game-studio:content-audit without --summary to write the full report."
Phase 5 — Next Steps
After the audit, recommend the highest-value follow-up actions:
- If any system is
NOT STARTEDand MVP-tagged → "Run$ai-game-studio:design-system [name]to
add missing content counts to the GDD before implementation begins."
- If total gap is >50% → "Run
$ai-game-studio:sprint-planto allocate content work across upcoming sprints." - If backlog stories are needed → "Run
$ai-game-studio:create-stories [epic-slug]for each HIGH PRIORITY gap." - If
--summarywas used → "Run$ai-game-studio:content-audit(no flag) to write the full report todocs/."
Verdict: COMPLETE — content audit finished.
Codex portability
Use the search, file-editing, shell, user-input, and subagent capabilities available in the active Codex surface. Use PowerShell syntax on Windows and POSIX syntax on macOS/Linux; do not require a Unix compatibility layer on Windows. Inherit the active model and permission mode, and do not weaken approval or sandbox boundaries.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: frabcd
- Source: frabcd/codex-ai-game-studio
- License: MIT
- Homepage: https://frabcd.github.io/codex-ai-game-studio/
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.