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Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a…
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill create-architecture --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/create-architectureContext preview
The summary Claude sees to decide when to auto-load this skill.
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags
name: create-architecture description: "Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version." argument-hint: "[focus-area: full | layers | data-flow | api-boundaries | adr-audit] [--review full|lean|solo]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Bash, AskUserQuestion, Task model: sonnet agent: technical-director
This skill produces `docs/architecture/architecture.md` — the master architecture document that translates all approved GDDs into a concrete technical blueprint. It sits between design and implementation, and must exist before sprint planning begins.
**Distinct from `/architecture-decision`**: ADRs record individual point decisions. This skill creates the whole-system blueprint that gives ADRs their context.
Resolve the review mode (once, store for all gate spawns this run): 1. If `--review [full|lean|solo]` was passed → use that 2. Else read `production/review-mode.txt` → use that value 3. Else → default to `lean`
See `.claude/docs/director-gates.md` for the full check pattern.
**Argument modes:**
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Before anything else, load the full project context in this order:
Read the engine reference library completely:
1. `docs/engine-reference/[engine]/VERSION.md` → Extract: engine name, version, LLM cutoff, post-cutoff risk levels 2. `docs/engine-reference/[engine]/breaking-changes.md` → Extract: all HIGH and MEDIUM risk changes 3. `docs/engine-reference/[engine]/deprecated-apis.md` → Extract: APIs to avoid 4. `docs/engine-reference/[engine]/current-best-practices.md` → Extract: post-cutoff best practices that differ from training data 5. All files in `docs/engine-reference/[engine]/modules/` → Extract: current API patterns per domain
If no engine is configured, stop and prompt: > "No engine is configured. Run `/setup-engine` first. Architecture cannot be > written without knowing which engine and version you are targeting."
Read all approved design documents and extract technical requirements from each:
1. `design/gdd/game-concept.md` — game pillars, genre, core loop 2. `design/gdd/systems-index.md` — all systems, dependencies, priority tiers 3. `.claude/docs/technical-preferences.md` — naming conventions, performance budgets, allowed libraries, forbidden patterns 4. **Every GDD in `design/gdd/`** — for each, extract technical requirements:
Build a **Technical Requirements Baseline** — a flat list of all extracted requirements across all GDDs, numbered `TR-[gdd-slug]-[NNN]`. This is the complete set of what the architecture must cover. Present it as:
## Technical Requirements Baseline Extracted from [N] GDDs | [X] total requirements | Req ID | GDD | System | Requirement | Domain | |--------|-----|--------|-------------|--------| | TR-combat-001 | combat.md | Combat | Hitbox detection per-frame | Physics | | TR-combat-002 | combat.md | Combat | Combo state machine | Core | | TR-inventory-001 | inventory.md | Inventory | Item persistence | Save/Load |
This baseline feeds into every subsequent phase. No GDD requirement should be left without an architectural decision to support it by the end of this session.
Read all files in `docs/architecture/` to understand what has already been decided. List any ADRs found and their domains.
Before proceeding, display a structured summary:
## Engine Knowledge Gap Inventory Engine: [name + version] LLM Training Covers: up to approximately [version] Post-Cutoff Versions: [list] ### HIGH RISK Domains (must verify against engine reference before deciding) - [Domain]: [Key changes] ### MEDIUM RISK Domains (verify key APIs) - [Domain]: [Key changes] ### LOW RISK Domains (in training data, likely reliable) - [Domain]: [no significant post-cutoff changes] ### Systems from GDD that touch HIGH/MEDIUM risk domains: - [GDD system name] → [domain] → [risk level]
Use `AskUserQuestion`:
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Map every system from `systems-index.md` into an architecture layer. The standard game architecture layers are:
┌─────────────────────────────────────────────┐ │ PRESENTATION LAYER │ ← UI, HUD, menus, VFX, audio ├─────────────────────────────────────────────┤ │ FEATURE LAYER │ ← gameplay systems, AI, quests ├─────────────────────────────────────────────┤ │ CORE LAYER │ ← physics, input
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Repo: Donchitos/Claude-Code-Game-Studios
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a…
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