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Guide · Agent skill

How to use the Asset Audit agent skill (asset-audit)

Updated · written with AI from the project's own documentation and checked against our catalogue data

Asset Audit is an agent skill for game projects that checks your asset folders against naming rules, file size budgets and format standards, and lists assets that code does not seem to use or code references that point to missing files. It is for game developers and art or audio leads who want a repeatable check before a milestone. After this guide you will know what the skill does, how to install it, how to ask for an audit and how to read the report it produces.

Asset AuditDonchitos/Claude-Code-Game-Studios · MIT

Quick start

  1. 1Download the ZIP. Download the asset-audit skill ZIP from this page and unzip it so you have a folder containing SKILL.md.
  2. 2Place the skill folder. Move it into ~/.claude/skills/ for personal use, or into your project's .claude/skills/ folder to share it with one project.
  3. 3Check your project layout. Confirm your asset root is assets/ (Godot), Assets/ (Unity) or Content/ (Unreal).
  4. 4Add an art bible if you have one. Optionally place design/art/art-bible.md in the project so size budgets and naming rules are read from it.
  5. 5Ask for an audit. Request an audit in plain language, optionally naming a category such as art or audio.
  6. 6Review the report. Read the summary, the violation tables and the NOT ASSESSED notes before acting on any recommendation.

What is an agent skill, and what does Asset Audit make the agent do?

An agent skill is a folder containing a SKILL.md file that gives an AI coding agent specific instructions, tool permissions and a task to perform. This one is named asset-audit and is described as auditing assets against naming conventions, file size budgets and format standards, and finding orphaned assets and missing references.

Once installed, the agent can review a game project's asset folders (art, audio, data files) and produce a structured markdown report with a summary, violation tables and prioritized fixes. The skill is read-only: it reports and recommends fixes but does not edit or delete files.

  • Checks naming against the patterns in the skill (for Godot: art files as [category]_[name]_[variant]_[size].[ext], audio as [category]_[context]_[name]_[variant].[ext], all lowercase with underscores).
  • Checks texture dimensions for power-of-two sizes, audio sample rate and format, and data files for valid JSON or YAML.
  • Lists assets that no code references (orphaned) and code references whose files do not exist (missing).
  • Marks any section it cannot measure as NOT ASSESSED instead of guessing.

Install the asset-audit skill

Download the skill's ZIP from this page and unzip it. The skill is a folder that contains SKILL.md. Put that folder in one of two places: ~/.claude/skills/ to make it available in all your projects, or a project's .claude/skills/ folder to share it with one project.

If you use the Claude apps instead, open Settings, go to Capabilities, and upload the skill under Skills.

  • Personal install: unzip into ~/.claude/skills/
  • Project install: unzip into the project's .claude/skills/ folder
  • Claude apps: Settings → Capabilities → Skills, then upload

What your project needs before you run it

The skill needs a game project with an asset root folder. The root must be assets/ for Godot, Assets/ for Unity or Content/ for Unreal. The skill also relies on the project's engine setup and code-root resolution docs (.claude/docs/code-root-resolution.md) to find the code it searches.

An optional design/art/art-bible.md file, containing size budgets and naming rules, makes the size and naming checks meaningful. Without it, those sections report NOT ASSESSED.

  • A game project with an asset root folder (assets/, Assets/ or Content/)
  • Optional: design/art/art-bible.md with size budgets and naming rules
  • Standard shell tools used by the allowed commands: stat, file, od, wc, du
  • The project's engine setup and code-root resolution docs referenced by the skill

Trigger the audit with a natural request

The skill accepts an optional argument, either a category or all. You can invoke it directly or ask in plain language, for example asking the agent to audit your art assets against the naming rules, or to check audio files against the art bible. Be specific about the category so the agent scans the right folders.

Expect the agent to read the art bible first, then scan the asset root with file search, then run the checks. The result is a report, not a set of file changes.

  • "Audit the art assets against our naming and size rules."
  • "Check the audio folder for format and sample rate problems."
  • "Run an asset audit on all categories and find orphaned files."
  • "Look for missing asset references in the code."

Read the report

The report begins with a summary that counts scanned assets and violations, and lists any sections not assessed and why. It then has tables for naming, size, format, orphaned and missing assets, followed by prioritized recommendations. The verdict is one of NOT ASSESSED, COMPLIANT, WARNINGS or NON-COMPLIANT.

A NOT ASSESSED verdict is a useful result, not a failure. It means the audit lacked the data or scope to judge, and the report names the gap so you can fix it, for example by creating the art bible.

  • NON-COMPLIANT: any size violation, or a file that code references but does not exist
  • WARNINGS: only naming, format or orphaned-asset findings
  • NOT ASSESSED: no data, zero assets scanned, or a section that could not be assessed
  • COMPLIANT: at least one asset scanned, every section assessed, no findings

Safety notes: scripts and network

The skill runs scripts, because it uses shell commands to measure files. Its allowed commands are limited to read-only measuring tools: stat, file, od, wc and du. Anything outside that list asks first. The skill does not use the network.

Because it is read-only, running it should not change your project. Review the fixes it recommends before applying them yourself.

  • Runs scripts: yes (limited to stat, file, od, wc, du)
  • Uses network: no
  • Writes files: no; it produces a report only

What people use it for

  • Tidying an asset library before a milestone by finding naming and size violations in art folders.
  • Checking that new audio files follow the team's format and sample-rate rules.
  • Finding code references to textures or sounds that were renamed or deleted.
  • Listing unused files on a Godot project that can be reviewed before removal.
  • Running a repeatable compliance check for a team that maintains an art bible.

Frequently asked questions

How do I install the asset-audit agent skill?

Download the skill ZIP from this page and unzip it into ~/.claude/skills/ for personal use, or into a project's .claude/skills/ folder. In the Claude apps, you can instead upload it under Settings → Capabilities → Skills.

Is the asset-audit skill free to use?

The skill is published under the MIT licence, as listed on this page. Check the licence file in the source repository for the full terms before redistributing it.

What does the asset-audit skill require?

It needs a game project with an asset root folder (assets/ for Godot, Assets/ for Unity, Content/ for Unreal). It also uses standard shell tools (stat, file, od, wc, du) and the project's engine setup and code-root resolution docs. An art bible with size budgets and naming rules is optional.

Does asset-audit work with Unity and Unreal?

It can scan those projects, but orphan detection is limited there because most references live in scenes and prefabs the skill cannot fully search. On Unity and Unreal, Orphaned is reported as NOT ASSESSED, and Unreal's Format check is also NOT ASSESSED.

Will asset-audit delete or change my files?

No. It is a read-only diagnostic. It reports violations and recommends fixes, but you make any changes yourself.

Why does my audit say NOT ASSESSED?

Usually an input is missing: there is no art bible with size budgets, the asset root is empty, the engine is unresolved, or there is no code to search. The report names the missing section and the skill that produces the missing data, such as /art-bible or /setup-engine.

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Our verdict

Use asset-audit if you have a game project on Godot, Unity or Unreal, and you already have or are willing to write an art bible with naming and size rules. Pick something else if you have no defined asset standards, since most checks will come back NOT ASSESSED, or if you need an engine-aware tool that fully finds orphaned assets in Unity or Unreal scenes and prefabs.

Download the skill