skills/boss-review/SKILL.md
Comprehensive boss implementation review for playtest and EP readiness
npx skillsauth add sipherxyz/universal-ue-skills boss-reviewInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Role: Boss Content Auditor
Scope: Content/S2/Core_Boss/{boss_folder}/
Platform: Windows (PowerShell for uasset extraction)
Output: Markdown report for team action items
Perform a comprehensive audit of a boss implementation to determine:
Content/S2/Core_Boss/{boss_id}/
├── Animation/
│ ├── Attack/ # Attack animation sequences
│ ├── HitReact/ # Boss-specific hit reactions (NOT borrowed)
│ ├── Dodge/ # Dodge/evade animations
│ ├── Death/ # Death animations (REQUIRED)
│ ├── Idle/ # Idle animations
│ ├── Contextual/ # Contextual/cinematic animations
│ └── Movement/ # Locomotion animations
├── Montage/
│ ├── Phase1/ # Phase 1 attack montages
│ ├── Phase2/ # Phase 2 attack montages (if multi-phase)
│ └── [PhaseN]/ # Additional phases as needed
├── Abilities/
│ └── GA/ # Gameplay Abilities
├── VFX/ # Boss-specific Niagara systems
├── Audio/ # Boss-specific audio (optional, can use shared)
├── Projectile/ # Projectile blueprints (if ranged attacks)
├── Mesh/ # Character mesh and skeleton
│ └── Assemble/ # Assembled character BP
└── BP_*.uasset # Character blueprints (Phase1, Phase2, Clones)
| Asset | Naming Convention | Required |
|-------|-------------------|----------|
| Phase 1 Character | BP_S2_boss_{Name}_Phase_01 | ✅ Yes |
| Phase 2 Character | BP_S2_boss_{Name}_Phase_02 | If multi-phase |
| Clone Characters | BP_S2_boss_{Name}_Clone_* | If clone mechanic |
| Category | Minimum Count | Naming Convention |
|----------|---------------|-------------------|
| Attack Combos | 3-5 per phase | *_combo*_Montage, AMT_* |
| HitReact Light | 4 (F/B/L/R) | AMT_{BossName}_HitReact_*_Light |
| HitReact Heavy | 4 (F/B/L/R) | AMT_{BossName}_HitReact_*_Heavy |
| HitReact Stun | 1 | AMT_{BossName}_Stun |
| Dodge | 3-4 (B/L/R/F) | AMT_{BossName}_Dodge_* |
| Death | 1-2 | AMT_{BossName}_Death* |
| Block/Parry | 2-4 | AMT_{BossName}_Block*, *Parry* |
| Category | Minimum Count | Notes | |----------|---------------|-------| | Attack Whoosh SFX | 2-3 variants | Per weapon type | | Impact SFX | 2-3 variants | Light/Heavy/Special | | Voice - Attack Grunts | 3-5 | Randomized selection | | Voice - Pain/HitReact | 3-5 | Randomized selection | | Voice - Death | 1-2 | | | Voice - Phase Transition | 1-2 | If multi-phase | | Voice - Special Moves | 1 per special | Ultimate, summons, etc. |
| Category | Required | Notes | |----------|----------|-------| | Weapon Trail | ✅ Yes | Boss-specific color/style | | Hit Impact Spark | ✅ Yes | On successful hit | | Special Attack VFX | Per attack | Unique attacks need unique VFX | | Phase Transition | If multi-phase | Transformation effect | | Death VFX | Recommended | Dissolution, explosion, etc. | | Clone Spawn/Despawn | If clone mechanic | |
| GCN | Purpose |
|-----|---------|
| GCN_Boss_{Name}_PhaseTransition | Phase change feedback |
| GCN_Boss_{Name}_Enrage | Enrage state visual |
| GCN_Boss_{Name}_SpecialCharge | Charging special attack |
Step 1.1: Locate Boss Folder
# Find boss folder
find "Content/S2/Core_Boss" -maxdepth 1 -type d -name "*{boss_name}*"
Step 1.2: Inventory All Assets
# Count total assets
find "{boss_folder}" -name "*.uasset" -type f | wc -l
# List folder structure
find "{boss_folder}" -type d
# Find all Blueprints
find "{boss_folder}" -name "BP_*.uasset" -type f
# Find all Montages
find "{boss_folder}" \( -name "*AMT*.uasset" -o -name "*Montage*.uasset" -o -name "*_Montage.uasset" \)
# Find all VFX
find "{boss_folder}" -name "NS_*.uasset" -type f
# Find all Projectiles
find "{boss_folder}/Projectile" -name "*.uasset" -type f
Use the /asset-management:read-uasset skill to extract montage contents.
Step 2.1: Setup Extraction Script
Ensure PowerShell script exists at $env:TEMP\extract_uasset_strings.ps1:
param([string]$FilePath)
$bytes = [System.IO.File]::ReadAllBytes($FilePath)
$currentString = ""
foreach ($byte in $bytes) {
if ($byte -ge 32 -and $byte -le 126) {
$currentString += [char]$byte
} else {
if ($currentString.Length -gt 4) {
Write-Output $currentString
}
$currentString = ""
}
}
if ($currentString.Length -gt 4) {
Write-Output $currentString
}
Step 2.2: Extract Key Montages
For each montage in Montage/Phase*/:
powershell -NoProfile -ExecutionPolicy Bypass -File "$env:TEMP\extract_uasset_strings.ps1" -FilePath "{montage_path}" 2>&1
Step 2.3: Parse Montage Data
Look for these patterns in extraction output:
| Pattern | Meaning | Status Check |
|---------|---------|--------------|
| AnimNotify_PlaySound | Has SFX | ✅ if present |
| AnimNotify_PlayNiagaraEffect | Has VFX | ✅ if present |
| TimedNiagaraEffect | Has timed VFX | ✅ if present |
| SipherAbilityNotifyData_Hitbox | Has hitbox | ✅ if present |
| BP_NotifyState_MotionWarping | Has motion warp | ✅ if present |
| BP_CameraShake_* | Has camera shake | ✅ if present |
| DamageShape_* | Damage shape type | Note type |
| EDamageImpact::* | Damage impact level | Note level |
| /Game/S2/Assets/Audio* | SFX reference | Note path |
| /Game/S2/Core_VFX/* | VFX reference | Note path |
| Skeleton line | Skeleton reference | Verify correct boss skeleton |
Step 3.1: Check for Borrowed Assets
Extract BP references to find borrowed animations:
powershell -NoProfile -ExecutionPolicy Bypass -File "$env:TEMP\extract_uasset_strings.ps1" -FilePath "{BP_Phase01_path}" 2>&1 | grep -iE "/Game/S2/Core_Boss|/Game/S2/Core_Ene" | sort -u
Red Flags - Borrowed Assets:
s2_boss_tiger in Gao Lan Ying)s2_eli_GiantRock)Step 3.2: Verify Skeleton Compatibility
For each montage, verify skeleton matches boss:
# Extract skeleton reference
powershell ... | grep -i "Skeleton"
Expected: /Game/S2/Core_Boss/{this_boss}/Mesh/.../SK_{boss_skeleton}
Score each category:
| Category | Weight | Scoring | |----------|--------|---------| | Attack Montages | 20% | (implemented / required) × 100 | | HitReact Coverage | 15% | (directions covered / 8) × 100 | | SFX Coverage | 15% | (montages with SFX / total attack montages) × 100 | | VFX Coverage | 15% | (montages with VFX / total attack montages) × 100 | | Voice Lines | 10% | (categories covered / 6) × 100 | | Dodge Coverage | 10% | (directions / 4) × 100 | | Death Animation | 10% | 100 if present, 0 if missing | | GCN Implementation | 5% | (GCNs / recommended) × 100 |
Overall Readiness Score: Weighted average of all categories
| Score | Status | |-------|--------| | 90-100% | ✅ Ready for EP Review | | 75-89% | 🟡 Ready for Internal Playtest | | 50-74% | 🟠 Needs Work Before Playtest | | <50% | 🔴 Not Ready |
Generate report at: claude-agents/reports/boss-review/{boss_id}-status-report.md
# Boss Status Report: {Boss Name}
**Report Date:** YYYY-MM-DD
**Boss ID:** `{boss_id}`
**Location:** `Content/S2/Core_Boss/{boss_id}/`
**Status:** {Ready for EP Review | Ready for Playtest | Needs Work | Not Ready}
**Readiness Score:** {X}%
---
## Executive Summary
{2-3 sentence overview of boss state and critical blockers}
### Critical Issues ({count})
{Bullet list of P0 issues}
### Key Metrics
| Metric | Value | Status |
|--------|-------|--------|
| Total Assets | {N} | - |
| Attack Montages | {N} | {✅/⚠️/❌} |
| HitReact Coverage | {N}/8 directions | {✅/⚠️/❌} |
| SFX Coverage | {X}% | {✅/⚠️/❌} |
| VFX Coverage | {X}% | {✅/⚠️/❌} |
| Voice Lines | {X}/6 categories | {✅/⚠️/❌} |
| Death Animation | {Yes/No} | {✅/❌} |
---
## Asset Inventory
### Blueprints
| Asset | Purpose | Status |
|-------|---------|--------|
| {BP_name} | {purpose} | {✅/❌} |
### Attack Montages
#### Phase 1 ({count} montages)
| Montage | Duration | SFX | VFX | Hitbox | Motion Warp | Camera Shake |
|---------|----------|:---:|:---:|:------:|:-----------:|:------------:|
| {name} | {Xs} | {✅/❌} | {✅/❌} | {✅/❌} | {✅/❌} | {✅/❌} |
#### Phase 2 ({count} montages)
| Montage | Duration | SFX | VFX | Hitbox | Projectile | Clone |
|---------|----------|:---:|:---:|:------:|:----------:|:-----:|
| {name} | {Xs} | {✅/❌} | {✅/❌} | {✅/❌} | {✅/❌} | {✅/❌} |
### Defensive Montages
| Category | Direction | Montage | Status |
|----------|-----------|---------|--------|
| HitReact Light | Front | {name or MISSING} | {✅/❌} |
| HitReact Light | Back | {name or MISSING} | {✅/❌} |
| ... | ... | ... | ... |
### Movement Montages
| Category | Direction | Montage | Borrowed From | Status |
|----------|-----------|---------|---------------|--------|
| Dodge | Back | {name} | {None/Other Boss} | {✅/⚠️} |
| ... | ... | ... | ... | ... |
---
## Critical Issues (P0)
### Issue #{N}: {Title}
**Problem:** {Description}
**Evidence:**
{Relevant extracted data or file paths}
**Impact:** {Why this is blocking}
**Required Fix:** {Specific action}
**Owner:** {Animation/Audio/VFX/Engineering}
---
## High Priority Issues (P1)
{Same format as P0}
---
## Missing Assets Checklist
### Required But Missing
- [ ] {Asset type}: {Specific asset needed}
- [ ] {Asset type}: {Specific asset needed}
### Recommended But Missing
- [ ] {Asset type}: {Specific asset needed}
---
## Action Items by Team
### Animation Team
| Priority | Task | Details |
|----------|------|---------|
| P0 | {Task} | {Details} |
| P1 | {Task} | {Details} |
### Audio Team
| Priority | Task | Details |
|----------|------|---------|
| P0 | {Task} | {Details} |
| P1 | {Task} | {Details} |
### VFX Team
| Priority | Task | Details |
|----------|------|---------|
| P0 | {Task} | {Details} |
| P1 | {Task} | {Details} |
### Engineering Team
| Priority | Task | Details |
|----------|------|---------|
| P0 | {Task} | {Details} |
| P1 | {Task} | {Details} |
---
## Appendix: Full Asset List
### Folder Structure
{Tree output of boss folder}
### All Montages
{List of all montage files}
### All VFX
{List of all VFX files}
---
**Report Generated By:** Claude Code - Boss Review Skill
**Next Review Date:** {Recommended based on severity}
User: Review the Gao Lan Ying boss for EP readiness
Agent:
1. Locates boss folder: Content/S2/Core_Boss/s2_boss_gaolanying
2. Inventories all assets (549 total)
3. Extracts and analyzes key montages
4. Identifies borrowed assets (GiantRock HitReacts, Tiger Dodges)
5. Scores completeness (estimated 65%)
6. Generates report with action items
Review is complete when:
claude-agents/reports/boss-review/Used for montage content extraction.
Can be run after boss-review to audit AI behavior trees.
For visual verification of flagged issues.
skill: boss-review
invoke: /qa-testing:boss-review
type: qa-review
category: content-review
scope: Content/S2/Core_Boss/**
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