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A documentation-focused skill for game architecture design. Produces technical selection, design, and planning documents through a structured pipeline. Use this skill to generate requirement analysis, technical design, and implementation planning documents for new game projects or major feature development.
npx skill4agent add yuki001/game-dev-skills game-architect[!IMPORTANT] This skill focuses on documentation output only. The actual code implementation phase is outside the scope of this skill.
architect/requirement.md ---> technical_design.md ---> implementation.md| Document | Purpose | Description |
|---|---|---|
| Requirements Analysis | Analyzes and formalizes user requirements |
| Technical Solution Design | Core document - designs system approaches and patterns |
| Implementation Plan | Details data structures, algorithms, class designs, key code, and evolution strategies |
architect/requirement.mdreferences/requirements.mdarchitect/requirement.mdarchitect/technical_design.mdreferences/macro-design.mdreferences/principles.md| Paradigm | KeyPoint | Applicability Scope | Examples | Reference |
|---|---|---|---|---|
| Domain-Driven Design (DDD) | OOP & Entity First | High Rule Complexity. <br> Rich Domain Concepts. <br> Many Distinct Entities. | Core Combat Logic, Physics Interactions, Damage/Buff Rules, Complex AI Decision. | |
| Data-Driven Design | Data Layer First | High Content Complexity. <br> Flow Orchestration. <br> Simple Data Management. | Content: Quests, Level Design.<br>Flow: Tutorial Flow, Skill Execution, Narrative.<br>Mgmt: Inventory, Shop, Mail, Leaderboard. | |
| Use-Case Driven Prototype | Use-Case Implementation First | Rapid Validation | Game Jam, Core Mechanic Testing. | |
| System Category | Reference |
|---|---|
| Foundation & Core (Logs, Timers, Modules, Events, Resources, Audio, Input) | |
| Time & Logic Flow (Update Loops, Async, FSM, Command Queues, Controllers) | |
| Combat & Scene (Scene Graphs, Spatial Partitioning, ECS/EC, Loading) | |
| UI & Modules (Modules Management, MVC/MVP/MVVM, UI Management, Data Binding, Reactive) | |
| Skill System (Attribute, Skill, Buff) | |
| Action Combat System (HitBox, Damage, Melee, Projectiles) | |
| Narrative System (Dialogue, Cutscenes, Story Flow) | |
| Game AI System (Movement, Pathfinding, Decision Making, Tactical) | |
| Algorithm & Data Structures (Pathfinding, Search, Physics, Generic Solver) | |
| Signal | Favor DDD | Favor Data-Driven |
|---|---|---|
| Entity interactions | Complex multi-entity rules (attacker × defender × buffs × environment) | Mostly CRUD + display, few cross-entity rules |
| Behavior source | Varies by entity type, hard to express as pure data | Driven by config tables, designer-authored content |
| Change frequency | Rules change with game balance iterations | Content/flow changes far more often than logic |
| Performance profile | Acceptable overhead for rich object graphs | Needs batch processing, cache-friendly layouts |
| Networking | Stateful objects acceptable | Flat state snapshots preferred (sync, rollback) |
| Team workflow | Programmers own the logic | Designers need to iterate without code changes |
architect/technical_design.mdarchitect/implementation.mdreferences/references/evolution.mdreferences/performance-optimization.mdarchitect/implementation.md[!NOTE] Code implementation is not part of this skill. Hand offto the implementation phase.implementation.md
architect/technical_design.md# {Project Name} - Requirement Analysis
## 1. Project Overview
Brief description of the project vision, target platform, and core goals.
## 2. Feature List
| Category | Feature | Priority | Notes |
|----------|---------|----------|-------|
| Platform | OS / Device targets | - | |
| Genre | Game type & sub-genre | - | |
| Network | Single-player / Multiplayer | - | |
| Scope | Project scale & milestones | - | |
| Performance | Target FPS, memory budget, loading time | - | |
| Testability | Test strategy, debug tools, GM panel | - | |
| Observability | Logging, monitoring, crash reporting | - | |
| Deployment | Build pipeline, CI/CD, patching | - | |
| Security | Anti-cheat, data validation, encryption | - | |
## 3. Domain Models
For core gameplay and complex logic systems.
### 3.1 Domain Vocabulary
| Term | Definition |
|------|-----------|
### 3.2 Domain Model Diagram
Entity relationships, state diagrams, system diagrams (use text/mermaid).
## 4. Use Cases
Per core feature, from summary → informal → detailed as needed.
### 4.x {Use Case Name}
- **Actor(s)**:
- **Preconditions**:
- **Main Scenario**: (numbered steps)
- **Extension Scenarios**: (branch / edge cases)
- **Business Rules**: (referenced rule IDs)
## 5. User Flows
Interaction flows for UI, gameplay mechanics, and cutscenes.
### 5.x {Flow Name}
- **Type**: UI Flow / Gameplay / Cutscene
- **Flow Description**: (sequential screens/states with transitions)
## 6. Iteration Milestones
Plan incremental delivery milestones. Each milestone forms a playable/testable Minimum Viable Product (MVP) or meaningful increment.
### Milestone {N}: {Name}
- **Goal**: What this milestone validates or delivers.
- **Included Features**: (reference Feature List items)
- **Included Use Cases**: (reference Use Case IDs from §4)
- **Deliverable**: What the user can see / play / test at this point.
- **Acceptance Criteria**: How to verify this milestone is complete.
- **Dependencies**: Prerequisites from previous milestones.# {Project Name} - Technical Design
## 1. Existing Project Analysis
> Skip this section for new projects.
- **Directory & Module Structure**: Layers, namespaces, key entry points.
- **Technology Stack & Dependencies**: Engine, language, third-party libraries.
- **Architectural Paradigms in Use**: DDD, ECS, MVC, etc.
- **Module Boundaries & Communication**: Events, interfaces, direct calls.
- **Data Flow**: Config loading, persistence, runtime state management.
- **Constraints & Tech Debt**: Coupling issues, performance bottlenecks, deprecated patterns.
- **Integration Points**: Where new systems hook in, what to extend.
## 2. Multi-Application Design
- **Network Form**: Single-player / Client-Server / P2P.
- **Application List**:
| Application | Role | Description |
|-------------|------|-------------|
- **Interaction Scheme**: Protocol / RPC / API between applications.
## 3. Technology Stack
| Category | Selection | Alternatives | Reason |
|----------|-----------|-------------|--------|
| Engine | | | |
| Language | | | |
| Networking | | | |
| Data Storage | | | |
| Key Libraries | | | |
## 4. Architecture Overview
### 4.1 Layer Diagram
Foundation Layer / Logic Layer / Application Layer separation.
### 4.2 Module Map
| Module | Layer | Paradigm | Description |
|--------|-------|----------|-------------|
### 4.3 Module Dependencies
Inter-module dependency and communication diagram (events, interfaces).
## 5. Module Design
Per module, repeat this section.
### 5.x {Module Name}
- **Paradigm**: DDD / Data-Driven / Prototype (with justification)
- **Responsibilities**: What this module owns.
- **Key Domain Concepts / Data Structures**: Core abstractions (no code).
- **External Interfaces**: How other modules interact with this one.
- **Internal Flow**: Key processes and state transitions.
- **Design Decisions**: Trade-offs and rationale.
## 6. Milestone System Plan
Map each milestone (from requirement.md §6) to concrete system implementation scope.
### Milestone {N}: {Name}
- **Systems to Implement**:
| Module | Scope (Full / Partial) | Key Deliverables | Notes |
|--------|----------------------|-------------------|-------|
- **Integration Work**: Cross-module wiring needed for this milestone.
- **Stub / Mock**: Systems not yet implemented but needed as placeholders.
### Prototype Iteration Breakdown
> For modules using the **Use-Case Driven Prototype** paradigm, further split each milestone into small iterations (1–3 days each).
#### Milestone {N} - Iteration {M}: {Short Description}
- **Target Use Case**: (reference Use Case ID)
- **Implementation Focus**: What to build in this iteration.
- **Fake / Deferred**: What to stub out (fake data, temp UI, placeholder art).
- **Validation**: How to verify the use case works (playtest criteria).
- **Refactor Notes**: Technical debt introduced, to be addressed later.# {Project Name} - Implementation Plan
## 1. Directory Structure
```text
project-root/
├── src/
│ ├── foundation/ # Foundation Layer
│ ├── logic/ # Logic Layer modules
│ └── app/ # Application Layer
├── configs/ # Data tables & configurations
├── assets/ # Art, audio, etc.
└── tests/
```
## 2. Data Structures
Per module, define core types.
### 2.x {Module} Data Structures
- **Type Name**: Purpose, fields, constraints.
- **Relationships**: References (by ID), ownership, lifecycle.
- **Data Classification**: Config (static) / Data (persistent) / Instance (runtime).
## 3. Key Algorithms
### 3.x {Algorithm Name}
- **Purpose**:
- **Input / Output**:
- **Pseudocode**: (step-by-step)
- **Complexity**: Time & space.
## 4. Class Design
Per module, document class hierarchies.
### 4.x {Module} Classes
- **Class Diagram**: Inheritance & composition relationships (text/mermaid).
- **Key Classes**:
| Class | Role (Entity/Service/VO/Repository/Factory) | Responsibilities |
|-------|----------------------------------------------|-----------------|
- **Interface Definitions**: Abstract contracts between components.
## 5. Object Relationships
### 5.x {Module or Cross-Module} Relationships
- **Associations**: Who holds references to whom (and how: direct / ID / event).
- **Lifecycles**: Creation → active use → disposal flow.
- **Ownership**: Aggregate boundaries, who manages disposal.
## 6. Key Code Snippets
Critical implementation examples that clarify design intent.
### 6.x {Snippet Title}
- **Context**: Which class/module this belongs to.
- **Code**: (language-appropriate snippet)
- **Notes**: Why this approach, edge cases to handle.
## 7. Evolution & Extension Points
Document decisions from the Evolution Review (Phase 3 Step 2).
### 7.x {Module or Cross-Module}
- **Isolation**: How this module is decoupled from others (communication method, dependency direction).
- **Abstractions**: Interfaces / strategies introduced at change points (and why).
- **Composition**: Component or strategy splits applied (what was decomposed, how parts recombine).
- **Anticipated Changes**: Likely future requirements and the extension points reserved for them.references/requirements.mdarchitect/requirement.mdreferences/macro-design.mdreferences/principles.mdreferences/domain-driven-design.mdsystem-skill.mdsystem-action-combat.mdsystem-time.mdsystem-scene.mdalgorithm.mdarchitect/technical_design.mdreferences/evolution.mdarchitect/implementation.mdreferences/requirements.mdarchitect/requirement.mdreferences/macro-design.mdreferences/principles.mdreferences/domain-driven-design.mdreferences/data-driven-design.mdsystem-skill.mdsystem-foundation.mdsystem-time.mdarchitect/technical_design.mdreferences/evolution.mdarchitect/implementation.mdreferences/requirements.mdarchitect/requirement.mdreferences/macro-design.mdreferences/principles.mdreferences/prototype-design.mdsystem-time.mdalgorithm.mdarchitect/technical_design.mdreferences/evolution.mdarchitect/implementation.mdarchitect/implementation.mdreferences/evolution.mdreferences/performance-optimization.mdarchitect/implementation.md