content-audit

Audit GDD-specified content counts against repository implementation via Glob/Grep patterns.

1|Updated May 5, 2026
One-click install
npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill content-audit-xganqaq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: content-audit
Source: https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios/tree/main/.claude/skills/content-audit
Command: npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill content-audit-xganqaq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It eliminates the risk of building the wrong amount of content (or missing content entirely) by reconciling what your GDD specifies with what actually exists in the project.

Core Features & Use Cases

  • Audits GDD-specified content by parsing systems and extracting explicit counts/lists from design documents.
  • Scans implementation output by locating likely level/scene, data, and content assets through targeted Globs and Greps.
  • Produces a gap report with a status classification (COMPLETE, IN PROGRESS, EARLY, NOT STARTED) and optional written documentation.
  • Use Case: If your GDD claims you have 12 enemy types and 8 quests, this Skill helps you confirm whether the repo actually contains that much data and where the gaps are.

Quick Start

Run content-audit with no arguments to perform a full audit across all systems.

Frequently Asked Questions about content-audit

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I verify game design document specs against actual repository implementation?

To verify game design document specs against repository implementation, you can run a content audit that parses explicit counts and lists from GDD files and scans implementation assets via Glob and Grep to produce a structured gap table.

What is the best way to identify planned versus built content gaps in a game project?

Identifying planned versus built content gaps requires reconciling GDD-specified content counts with actual implementation outputs, classifying the status of each system as COMPLETE, IN PROGRESS, EARLY, or NOT STARTED to highlight missing assets.

Can I perform a targeted content inventory check for a single game system instead of the full project?

Yes, you can perform a targeted content inventory check for a single game system by running a focused verification, which scans implementation coverage and extracts explicit counts for that specific system rather than auditing the entire project.

How does file scanning work when auditing implementation coverage for game content?

File scanning during implementation coverage audits works by using targeted Glob and Grep patterns to locate likely level, scene, data, and content assets within the repository, then comparing those findings against extracted GDD specifications.

Does content auditing require any external dependencies or specific file formats to function?

Content auditing requires no external dependencies, but it needs readable GDD files containing explicit counts or lists and a repository structure where implementation assets can be located through standard file scanning patterns.

Why does my GDD gap analysis show a system as COMPLETE when assets are missing from the repository?

A GDD gap analysis might show a system as COMPLETE if the file scanning patterns fail to match the actual asset naming conventions, causing the audit to miscount the implemented content inventory within the repository.