Content
72%Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
The body is a well-organized, concise instruction set for a niche visual effect, with concrete technique names and tuning knobs. Its main weaknesses are an empty Workflow section and the lack of executable code or numeric parameters for an otherwise actionable design brief.
Suggestions
Fill the empty '## Workflow' section with a short ordered sequence (e.g. anchor point -> beam SDFs -> corner bloom -> atmospheric glow -> tuning) so the process is explicit.
Add a minimal executable shader or pseudocode snippet for the corner beam/bloom SDF, or at least concrete numeric ranges (beam thickness in pixels, bloom radius, fog falloff) to lift actionability.
Remove the redundant '## Use When' line that duplicates the frontmatter description verbatim.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The body is lean bullet guidance organized into clear sections without explaining concepts Claude already knows; nearly every line earns its place, despite the empty '## Workflow' header and 'Use When' duplicating the description. | 3 / 3 |
Actionability | Names concrete techniques ('signed-distance or line-distance logic', 'concentrated bloom or energy flare at the corner emitter') and tuning knobs, but provides no executable code, shader snippet, or numeric parameter values, leaving key details missing. | 2 / 3 |
Workflow Clarity | Though it is a simple single-task skill, the '## Workflow' section is empty, so no step sequence is actually presented; guidance sections imply an order but no explicit workflow is given. | 2 / 3 |
Progressive Disclosure | The skill is under 50 lines with no need for external references and is organized into well-signaled sections (Scope, Visual target, Implementation guidance, Tuning knobs, Avoid), meeting the simple-skill criterion for full marks. | 3 / 3 |
Total | 10 / 12 Passed |