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chat-pet-sprite-creation

Use when creating or changing VS Code chat pet sprite art, sprite sheets, state animations, eye treatments, Stable/Insiders variants, or pet transitions under src/vs/workbench/contrib/chat/browser/widget/media/chatPet.

Quality

91%

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SecuritybySnyk

Passed

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SKILL.md
Quality
Evals
Security

Quality

Content

85%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 expert-level, highly actionable instruction skill with excellent workflow sequencing and validation checkpoints, minimal fluff, and precise identifiers throughout. Its main structural weakness is monolithic delivery: PR-history and accessory-rig reference material is inlined in SKILL.md instead of being split into bundle files, and a few dense paragraphs could be tightened.

Suggestions

Move the PR lineage table and the accessory atlas/rig contract (columns/rows, cell tiers, anchor rules) into one-level-deep reference files under references/ (e.g. references/pr-lineage.md, references/accessory-rig.md), keeping SKILL.md as a lean overview with clearly signaled links.

Deduplicate rules that appear both in the PR table and in the body sections (e.g. wake-consumes-interaction, reduced-motion skipping transitions, reverse respawn) — state each rule once in its thematic section and let the table carry only the lineage pointer.

Break the multi-paragraph accessory sections (attachment tracks, directional/mirroring rules) into short bulleted rules so the constraints are scannable instead of buried in prose.

DimensionReasoningScore

Conciseness

The body is dense with non-obvious, durable rules ("Never blank the active sprite while a new source is loading", "Reverse playback must use the reversed frame durations, not only reversed frame indices") and never explains concepts Claude already knows. It is not 5 because at ~380 lines there is noticeable repetition between the PR lineage table and later sections, and the accessories section packs rules into hard-to-scan paragraph walls; it is well above 3 since virtually every sentence carries skill-specific guidance.

4 / 5

Actionability

Guidance is fully executable for an instruction-only skill: real identifiers to edit (getChatPetSpriteName, getChatPetFrameDurations, doesChatPetStateBlink(state, frameIndex), getChatPetReducedMotionRigFrame()), exact dimensions (96×96 canvas, 8×8 logical pixel, 256×192/384×288 atlas tiers), asset naming templates (buddy-<state>-<variant>-<height>.png), a 13-step runtime wiring list, and named test suites and fixtures. Not lower: the concrete specifics cover the common cases copy-paste ready.

5 / 5

Workflow Clarity

A clear end-to-end sequence (read current implementation → baseline sprite → author art → wire runtime → validate) with explicit validation checkpoints: three checklists (Art, Animation, Integration), a mandated ChatPetWidget test suite run, review fixtures (CriticalPoses, AllAccessoriesFacing), and a precedence order for conflicting rules. This matches the 5 anchor's explicit validation and error-recovery structure.

5 / 5

Progressive Disclosure

No bundle files exist; all content lives inline in one ~380-line SKILL.md. Section headers are clear, but the PR lineage table and the detailed accessory atlas/rig contract are reference material that clearly belongs in separate one-level-deep files, matching the 3 anchor ("content that should be separate is inline"). Not 4 because there are no reference files at all to be "mostly clear"; not 2 because the in-file structure is well organized and navigable.

3 / 5

Total

17

/

20

Passed

Description

92%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, niche-scoped trigger description that names its domain, enumerates the concrete artifact types it covers, and anchors usage to a specific source path. Its only weakness is missing natural trigger terms for accessory/hat work and reduced-motion art, which the body covers extensively.

DimensionReasoningScore

Specificity

The description enumerates six concrete artifact types — "sprite art, sprite sheets, state animations, eye treatments, Stable/Insiders variants, or pet transitions" — with concrete verbs, comprehensively covering the skill's scope. It fits the 5 anchor (multiple specific concrete actions, comprehensive coverage) rather than 4 because there are no meaningful gaps in what it names.

5 / 5

Completeness

It has an explicit "Use when ..." trigger clause with enumerated concrete conditions, and the "what" (creating/changing these specific artifacts) is stated in the same clause. Not 4 because the when-guidance is maximally explicit and enumerated rather than only "could be more specific"; the what, while merged into the trigger clause, is concrete and complete.

5 / 5

Trigger Term Quality

Good natural-term coverage ("sprite art", "sprite sheets", "pet transitions", "Stable/Insiders") that users would plausibly say, but it omits terms for major body topics like accessories/hats and reduced-motion art. This matches the 4 anchor (good coverage, a few natural terms missing) rather than 5 (which would include the missing synonyms).

4 / 5

Distinctiveness Conflict Risk

Scoped to "VS Code chat pet" sprite work with an exact source path (src/vs/workbench/contrib/chat/browser/widget/media/chatPet), creating a clear niche with distinct triggers and minimal overlap risk with any other skill. Clearly the 5 anchor.

5 / 5

Total

19

/

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

microsoft/vscode

Path

.github/skills/chat-pet-sprite-creation/SKILL.md

Reviewed

Table of Contents

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