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game-engine-resources

Analyze game-engine internals and select version-matched resources for Unreal, Unity, Source, Godot, or custom engines. Use for engine structure, object models, assets, SDK extraction, or editor/runtime boundaries.

Quality

85%

Does it follow best practices?

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SecuritybySnyk

Low

Low-risk findings worth noting

SKILL.md
Quality
Evals
Security

Quality

Content

86%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

An exemplary routing-hub skill body: a single concrete precondition followed by precisely scoped, one-level-deep references that all exist in the bundle, with no wasted tokens. The only improvement space is embedding a minimal identification heuristic inline so the first step is executable without loading a reference.

DimensionReasoningScore

Conciseness

Every line is either the core precondition ('Identify the exact engine, version, build type, runtime, and artifact before generalizing an object layout or tooling workflow') or routing; there is no padding, no explanation of concepts Claude already knows, and no verbosity to trim. This matches the 'lean and efficient; every token earns its place' anchor.

5 / 5

Actionability

The opening directive is concrete and immediately executable (pin down five specifics before generalizing), and each reference link carries an explicit scope description making routing unambiguous. However, the body gives no concrete method for the identification step itself — it is deferred to the references — leaving a minor gap versus anchor 5's fully self-contained executable guidance.

4 / 5

Workflow Clarity

The sequence is clear: identify engine/version/build/runtime/artifact first, then route to the correct reference by topic, with a one-to-one topic-to-file mapping and explicit cross-skill routing for out-of-scope topics. There are no validation checkpoints, but none are required since the skill involves no destructive or batch operations; anchor 4's 'minor validation gaps' fits better than anchor 5's explicit validation steps.

4 / 5

Progressive Disclosure

Scored against the actual bundle: all four referenced files (engine-boundaries-and-selection.md, extraction-and-object-models.md, repository-resources.md, repository-map.md) exist in references/ and are directly linked from SKILL.md — one level deep, each with a descriptive scope label. All detail lives in the references while the overview stays minimal, matching the 'clear overview with well-signaled one-level-deep references' anchor exactly.

5 / 5

Total

18

/

20

Passed

Description

78%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong, well-targeted description with an explicit 'Use for...' trigger clause and excellent natural engine-name keywords. Its main weakness is that it compresses capability into two fairly broad actions, leaving the specificity of what the skill actually does slightly under-specified.

Suggestions

Expand the 'what' from two broad actions to several concrete ones, e.g., 'Analyze game-engine internals, map version-matched object layouts, extract SDK headers, and locate engine/editor boundaries for Unreal, Unity, Source, Godot, or custom engines.'

Add one or two common user phrasings as triggers (e.g., 'reverse engineering a game', 'finding the right engine version', 'SDK dump') alongside the current technical areas to broaden natural-term coverage.

DimensionReasoningScore

Specificity

The description names the domain and exactly two concrete actions — 'Analyze game-engine internals' and 'select version-matched resources' — matching the '1-2 concrete actions, but not comprehensive' anchor. It does not list the several specific actions (e.g., map object layouts, extract SDKs, locate version-matched source) that anchor 4 requires.

3 / 5

Completeness

It explicitly answers both questions: the 'what' is 'Analyze game-engine internals and select version-matched resources' and the 'when' is an explicit 'Use for engine structure, object models, assets, SDK extraction, or editor/runtime boundaries' clause with concrete trigger areas. This matches the anchor-5 example structure exactly and clearly exceeds anchor 4, whose 'when' is less specific.

5 / 5

Trigger Term Quality

Strong natural keywords users would actually say — 'Unreal, Unity, Source, Godot', 'SDK extraction', 'object models', 'assets', 'editor/runtime boundaries' — but common variations like 'game hacking', 'reverse engineering a game', or versioned engine names are missing, so it falls just short of the comprehensive anchor 5.

4 / 5

Distinctiveness Conflict Risk

The named engines and resource-selection focus give it a clear niche, but 'or custom engines' and the broad 'Analyze game-engine internals' leave minor overlap risk with closely related sibling skills (game-hacking-techniques, graphics-api-hooking) in the same bundle. Anchor 5's 'minimal conflict risk' is not fully met, though it is clearly above anchor 3's 'could still overlap with similar skills'.

4 / 5

Total

16

/

20

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository

gmh5225/awesome-game-security

Path

.claude/skills/game-engine/SKILL.md

Reviewed

Table of Contents

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