Game Dev Code

code-review

Donchitos/Claude-Code-Game-Studios · updated Apr 17, 2026

$npx skills add https://github.com/Donchitos/Claude-Code-Game-Studios --skill code-review
summary

### Code Review

  • description: "Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testabili
  • argument-hint: "[path-to-file-or-directory]"
  • allowed-tools: Read, Glob, Grep, Bash, Task
skill.md

Phase 1: Load Target Files

Read the target file(s) in full. Read CLAUDE.md for project coding standards.


Phase 2: Identify Engine Specialists

Read .claude/docs/technical-preferences.md, section ## Engine Specialists. Note:

  • The Primary specialist (used for architecture and broad engine concerns)
  • The Language/Code Specialist (used when reviewing the project's primary language files)
  • The Shader Specialist (used when reviewing shader files)
  • The UI Specialist (used when reviewing UI code)

If the section reads [TO BE CONFIGURED], no engine is pinned — skip engine specialist steps.


Phase 3: ADR Compliance Check

Search for ADR references in the story file, commit messages, and header comments. Look for patterns like ADR-NNN or docs/architecture/ADR-.

If no ADR references found, note: "No ADR references found — skipping ADR compliance check."

For each referenced ADR: read the file, extract the Decision and Consequences sections, then classify any deviation:

  • ARCHITECTURAL VIOLATION (BLOCKING): Uses a pattern explicitly rejected in the ADR
  • ADR DRIFT (WARNING): Meaningfully diverges from the chosen approach without using a forbidden pattern
  • MINOR DEVIATION (INFO): Small difference from ADR guidance that doesn't affect overall architecture

Phase 4: Standards Compliance

Identify the system category (engine, gameplay, AI, networking, UI, tools) and evaluate:

  • Public methods and classes have doc comments
  • Cyclomatic complexity under 10 per method
  • No method exceeds 40 lines (excluding data declarations)
  • Dependencies are injected (no static singletons for game state)
  • Configuration values loaded from data files
  • Systems expose interfaces (not concrete class dependencies)

Phase 5: Architecture and SOLID

Architecture:

  • Correct dependency direction (engine <- gameplay, not reverse)
  • No circular dependencies between modules
  • Proper layer separation (UI does not own game state)
  • Events/signals used for cross-system communication
  • Consistent with established patterns in the codebase

SOLID:

  • Single Responsibility: Each class has one reason to change
  • Open/Closed: Extendable without modification
  • Liskov Substitution: Subtypes substitutable for base types
  • Interface Segregation: No fat interfaces
  • Dependency Inversion: Depends on abstractions, not concretions

Phase 6: Game-Specific Concerns

  • Frame-rate independence (delta time usage)
  • No allocations in hot paths (update loops)
  • Proper null/empty state handling
  • Thread safety where required
  • Resource cleanup (no leaks)

Phase 7: Specialist Reviews (Parallel)

Spawn all applicable specialists simultaneously via Task — do not wait for one before starting the next.

Engine Specialists

If an engine is configured, determine which specialist applies to each file and spawn in parallel:

  • Primary language files (.gd, .cs, .cpp) → Language/Code Specialist
  • Shader files (.gdshader, .hlsl, shader graph) → Shader Specialist
  • UI screen/widget code → UI Specialist
  • Cross-cutting or unclear → Primary Specialist

Also spawn the Primary Specialist for any file touching engine architecture (scene structure, node hierarchy, lifecycle hooks).

QA Testability Review

For Logic and Integration stories, also spawn qa-tester via Task in parallel with the engine specialists. Pass:

  • The implementation files being reviewed
  • The story's ## QA Test Cases section (the pre-written test specs from qa-lead)
  • The story's ## Acceptance Criteria

Ask the qa-tester to evaluate:

  • Are all test hooks and interfaces exposed (not hidden behind private/internal access)?
  • Do the QA test cases from the story's ## QA Test Cases section map to testable code paths?
  • Are any acceptance criteria untestable as implemented (e.g., hardcoded values, no seam for injection)?
  • Does the implementation introduce any new edge cases not covered by the existing QA test cases?
  • Are there any observable side effects that should have a test but don't?

For Visual/Feel and UI stories: qa-tester reviews whether the manual verification steps in ## QA Test Cases are achievable with the implementation as written — e.g., "is the state the manual checker needs to reach actually reachable?"

Collect all specialist findings before producing output.


Phase 8: Output Review

## Code Review: [File/System Name]

### Engine Specialist Findings: [N/A — no engine configured / CLEAN / ISSUES FOUND]
[Findings from engine specialist(s), or "No engine configured." if skipped]

### Testability: [N/A — Visual/Feel or Config story / TESTABLE / GAPS / BLOCKING]
[qa-tester findings: test hooks, coverage gaps, untestable paths, new edge cases]
[If BLOCKING: implementation must expose [X] before tests in ## QA Test Cases can run]

### ADR Compliance: [NO ADRS FOUND / COMPLIANT / DRIFT / VIOLATION]
[List each ADR checked, result, and any deviations with severity]

### Standards Compliance: [X/6 passing]
[List failures with line references]

### Architecture: [CLEAN / MINOR ISSUES / VIOLATIONS FOUND]
[List specific architectural concerns]

### SOLID: [COMPLIANT / ISSUES FOUND]
[List specific violations]

### Game-Specific Concerns
[List game development specific issues]

### Positive Observations
[What is done well -- always include this section]

### Required Changes
[Must-fix items before approval — ARCHITECTURAL VIOLATIONs always appear here]

### Suggestions
[Nice-to-have improvements]

### Verdict: [APPROVED / APPROVED WITH SUGGESTIONS / CHANGES REQUIRED]

This skill is read-only — no files are written.


Phase 9: Next Steps

  • If verdict is APPROVED: run /story-done [story-path] to close the story.
  • If verdict is CHANGES REQUIRED: fix the issues and re-run /code-review.
  • If an ARCHITECTURAL VIOLATION is found: run /architecture-decision to record the correct approach.
general reviews

Ratings

4.472 reviews
  • Harper Abbas· Dec 28, 2024

    Solid pick for teams standardizing on skills: code-review is focused, and the summary matches what you get after install.

  • Dev Patel· Dec 28, 2024

    Keeps context tight: code-review is the kind of skill you can hand to a new teammate without a long onboarding doc.

  • Xiao Jain· Dec 16, 2024

    code-review is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.

  • Anika Sethi· Dec 8, 2024

    code-review is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.

  • Ganesh Mohane· Dec 4, 2024

    code-review fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.

  • Anika Sharma· Nov 27, 2024

    code-review reduced setup friction for our internal harness; good balance of opinion and flexibility.

  • Harper Srinivasan· Nov 19, 2024

    I recommend code-review for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.

  • Harper Rahman· Nov 19, 2024

    Registry listing for code-review matched our evaluation — installs cleanly and behaves as described in the markdown.

  • Naina Okafor· Nov 7, 2024

    code-review reduced setup friction for our internal harness; good balance of opinion and flexibility.

  • Amina Zhang· Oct 26, 2024

    Registry listing for code-review matched our evaluation — installs cleanly and behaves as described in the markdown.

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