Content
81%Weight 40%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
A strong, unusually well-engineered body: shipped constants instead of hand-waving, rules each tied to the failure they prevent, an explicit frame ordering, and a diagnostic verification checklist. The remaining gaps are minor — a partially sketched shader-integration example, some non-actionable provenance/version detail, and two demo references that are not present in the bundle.
Suggestions
Complete the water/fish shader integration with a minimal copy-paste-ready material example (vertex + fragment main() using ${LIGHT_GLSL}${WATER_GLSL}), since the current comment-style sketch leaves the most fragile step to the reader.
Remove or relocate the version-pinned stack line ('Three.js r170') and the Blue Hour provenance/cost anecdotes to a short 'Verified with' or changelog note, keeping the body to what changes the reader's actions.
Fix the dangling references: either include demo/index.html and demo/build.mjs in the bundle or drop the links to them, so every path a reader can follow actually exists.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The body is largely lean and assumes competence — the constants table, the failure-annotated rules, and the per-frame ordering are exactly what Claude cannot derive itself, with no filler explaining Three.js or ray marching basics. It falls short of the 5 anchor because of minor trimmable material: the version-pinned stack line ('Three.js r170') and the provenance/cost anecdotes ('Source: extracted from Blue Hour...', 'load average about 60') are context that doesn't change the action, and the rubric flags unpinned version numbers specifically. | 4 / 5 |
Actionability | The integration path is mostly executable: a real copy step, a concrete import (verified against the actual bundle module's exports), an explicit uniforms object, `createUnderwaterLight` setup, and an ordered per-frame sequence. It sits at the 4 anchor rather than 5 because the water and fish shader integration is given as comments ('Declare uSunDirection... then add ${LIGHT_GLSL}${WATER_GLSL} and in main()...') rather than copy-paste-ready shader code, leaving the host to assemble the final materials. | 4 / 5 |
Workflow Clarity | The sequence is explicit and ordered — copy the module, build shared uniforms, create the light before the materials, then 'Every frame, in this order' with the march, scene passes, and tone map — and the Verify section is a true validation checklist where each item includes a symptom-to-cause diagnostic ('If they move with the lens, they are painted in screen space'). This matches the 5 anchor's explicit validation steps with feedback for error recovery; the 4 anchor's 'minor validation gaps' does not apply. | 5 / 5 |
Progressive Disclosure | Structure is good: a single clearly signaled one-level reference to the reusable module [assets/underwater-light.mjs](assets/underwater-light.mjs) — which exists and exports what the SKILL.md imports — with the bulk detail appropriately in that file and a compact overview inline. It falls below the 5 anchor because two of the three referenced paths ([The demo](demo/index.html) and `demo/build.mjs`) do not exist in the provided bundle, breaking navigation for a reader following those links. | 4 / 5 |
Total | 17 / 20 Passed |