Agent skill

visual-validation

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Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/other/visual-validation

SKILL.md

Visual Validation Skill

Use when: Assessing visual polish, validating game appearance, or claiming visual work is complete

Required for: Phase 8+ visual work, UI polish, asset integration


The Rule

Visual quality can ONLY be assessed from actual rendered game screenshots. Never from asset files alone.


Why This Matters

Real Example (2026-01-28)

All sprite assets were marked "production quality" but screenshots revealed:

  • Grass texture used dithering (violates style guide)
  • Scylla Cove and Sacred Grove looked identical
  • Locations lacked atmospheric differentiation

The assets were fine. The rendered game had problems.


Required Screenshot Sources

✅ VALID Sources

Method How When to Use
Papershot Press F12 in-game Manual capture during testing
Levelshot Godot Editor → Levelshot tab Batch capture multiple scenes
MCP Runtime execute_editor_script with viewport capture Automated testing
Exported Build Screenshot of actual exported .exe/.apk Final validation

❌ INVALID Sources

Source Why Invalid
Asset files (.png, .tscn) Don't show in-game appearance
Godot Editor screenshots Shows IDE chrome, not game
Sprite previews No context, no lighting
Code analysis Can't judge visual composition

Required Screenshots by Phase

Phase 8: Visual Polish

Must capture:

  1. World scene (overview)
  2. World scene (close-up with player)
  3. Scylla Cove
  4. Sacred Grove
  5. House interior
  6. Dialogue UI active
  7. Inventory open
  8. Minigame (any)

Phase 9: Export Testing

Must capture:

  1. Main menu (from exported build)
  2. Gameplay (from exported build)
  3. All locations (from exported build)

Validation Checklist

Before claiming visual work complete:

  • All required screenshots captured
  • Screenshots show rendered game (not editor)
  • File sizes differ (identical files = bug)
  • Content matches filename
  • Locations visually distinct
  • No style guide violations visible

Common Bugs

Bug Check Fix
Duplicate images ls -la temp/screenshots/ - check file sizes Verify scene loading, fix transitions
Black screenshots Image is solid black Check lighting, camera position
Wrong scene world.png shows menu Verify scene path in capture code
Editor chrome Shows Godot IDE Use --headless or game build

Quick Capture Commands

Papershot (In-Game)

Run game → Press F12 → Check temp/screenshots/

MCP Runtime

bash
npx -y godot-mcp-cli execute_editor_script \
  --script "get_viewport().get_texture().get_image().save_png('res://temp/screenshots/capture.png')"

Levelshot (Editor)

Godot Editor → Levelshot tab → Select scenes → Capture All

Visual Development Targets

Before doing visual work, study the targets:

📁 docs/reference/visual_targets/

Image Shows Key Takeaways
harvest_moon_full_map.png World scene target Warm grass, organic paths, detailed buildings
harvest_moon_crops.jpg Farm area target Textured soil, clear crops, natural layout
stardew_valley_building.jpg Building target Architectural detail, vegetation integration

Current vs Target:

  • ❌ Current: Dithered grass, gray box paths, plain buildings
  • ✅ Target: Natural variation, organic edges, detailed architecture

See: docs/reference/visual_targets/README.md for full comparison


Full Documentation

See: docs/agent-instructions/VISUAL_VALIDATION_REQUIREMENTS.md

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