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/game-architect

READ this skill when designing or planning any game system architecture — including combat, skills, AI, UI, multiplayer, narrative, or scene systems. Contains paradigm selection guides (DDD / Data-Driven / Prototype), system-specific design references, and mixing strategies.

From plugin
game-dev-skills
7417 skills4 agents
Install
$ npx -y skills add Yuki001/game-dev-skills --skill game-architect --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/game-architect

Context preview

The summary Claude sees to decide when to auto-load this skill.

READ this skill when designing or planning any game system architecture — including combat, skills, AI, UI, multiplayer, narrative, or scene systems. Contains paradigm selection guides (DDD / Data-Driven / Prototype), system-specific design references, and mixing strategies.

SKILL.md

game-architect.SKILL.md
name: game-architect
description: READ this skill when designing or planning any game system architecture — including combat, skills, AI, UI, multiplayer, narrative, or scene systems. Contains paradigm selection guides (DDD / Data-Driven / Prototype), system-specific design references, and mixing strategies. Works as a domain knowledge plugin alongside workflow skills (OpenSpec, SpecKit) or plan mode of an agent.

Game Architect Skill

Game architecture domain knowledge reference. Provides paradigm selection, system design references for game project architecture.

> [!NOTE] > This skill contains **domain knowledge only**, not a workflow. Pair it with a workflow skill (e.g., OpenSpec, SpecKit) or an agent's plan mode for structured design flow.

Usage Modes

With Workflow Skill (Recommended)

When used with a workflow skill (e.g., OpenSpec, SpecKit) or in the plan mode of an agent, this skill serves as a domain knowledge plugin:

  • **During requirements/spec phases**: Consult the Paradigm Selection Guide and System-Specific References to inform architectural decisions
  • **During design/planning phases**: Use the Reference Lookup Guide below to read relevant `references/` documents

Knowledge Mode (Query)

When user requests to query knowledge for game architecture, this skill provides a reference lookup guide to relevant `references/` documents based on the task.

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Reference Lookup Guide

When designing game architecture, read the relevant `references/` documents based on the task:

Architecture References

| When | Read | |------|------| | Always (high-level structure) | `references/macro-design.md` | | Always (core principles) | `references/principles.md` | | Requirement analysis | `references/requirements-analysis.md` | | Choosing DDD paradigm | `references/domain-driven-design.md` | | Choosing Data-Driven paradigm | `references/data-driven-design.md` | | Choosing Prototype paradigm | `references/prototype-design.md` | | Evolution & extensibility review | `references/evolution.md` | | Changing requirements in an existing implementation | `references/requirement-change-strategy.md` | | Performance optimization needed | `references/performance-optimization.md` | | Multiplayer support needed | `references/multiplayer-overview.md` |

  • For physical architecture design, see the Physical Architecture References table below.
  • For system-specific design, see the System-Specific References table below.
  • For multiplayer system design, see the Multiplayer References table below.

Note : Only read the multiplayer references when multiplayer is needed.

Physical Architecture References

| When | Read | |------|------| | Project structure & file organization | `references/project-structure.md` | | Data formats, processing, custom formats, bundles, metadata | `references/data-files.md` | | Gameplay content editor applications and authoring pipelines | `references/content-editor.md` | | Asset conventions & pipeline | `references/asset-conventions.md` | | Distribution, packaging, hot update, CDN, deployment | `references/distribution.md` |

System-Specific References

| System Category | Reference | |----------------|-----------| | Foundation & Core (Logs, Timers, Modules, Events, Resources, Audio, Input) | `references/system-foundation.md` | | Time & Logic Flow (Update Loops, Async, FSM, Command Queues, Controllers) | `references/system-time.md` | | Combat & Scene (Scene Graphs, Spatial Partitioning, ECS/EC, Loading) | `references/system-scene.md` | | UI & Modules (Modules Management, MVC/MVP/MVVM, UI Management, Data Binding, Reactive) | `references/system-ui.md` | | Skill System (Attribute, Skill, Buff) | `references/system-skill.md` | | Action Combat System (HitBox, Damage, Melee, Projectiles) | `references/system-action-combat.md` | | Camera, Character & Controller 3C (PlayerController, Physics, Camera, Actor States) | `references/system-3c.md` | | Effect & Feedback System (Screen Shake, VFX, Hit-Stop, Haptics, SFX, Floating Text, UI Feedback, Orchestration) | `references/system-effect-feedback.md` | | Narrative System (Dialogue, Cutscenes, Story Flow) | `references/system-narrative.md` | | Game AI System (Movement, Pathfinding, Decision Making, Tactical) | `references/system-game-ai.md` | | Mod & DLC System (Plugin Architecture, Config Database, Scripting, Hooks, Extensibility) | `references/system-mod.md` | | Procedural Content Generation (PCG) (World/Level Generation, Roguelike, Noise, Simulation) | `references/system-pcg.md` | | Algorithm & Data Structures (Pathfinding, Search, Physics, Generic Solver) | `references/algorithm.md` | | Puzzle Game System (Match-3, Jigsaw, Water Sort, Blocks, Physics Puzzles, Board Games, Content & Presentation Boundaries) | `references/system-puzzle.md` |

Multiplayer References

| Focus | Reference | Use When | |------|------|------| | Multiplayer overview | `references/multiplayer-overview.md` | Decide client/server responsibility, authority split, and gameplay sync style | | Multiplayer protocol and connection | `references/multiplayer-protocol.md` | Design messages, serialization, Req/Resp/Notify, heartbeat, reconnect | | Multiplayer server architecture | `references/multiplayer-server-architecture.md` | Design ownership boundaries, process roles, deployment, persistence, recovery | | Common server components and services | `references/multiplayer-implementation-common.md` | Build shared infrastructure such as auth, gateway, connector, db, cache, discovery, queue, observability | | Room server build playbook | `references/multiplayer-implementation-room.md` | Build a concrete small-to-medium room-based realtime server with join flow, room ownership, settlement, reconnect | | Encounter server build playbook | `references/multiplayer-implementation-encounter.md` | Build a concrete turn-based or combat-workflow server with checkpointing, idempotent actions, settlement | | Persistent world server build playbook | `r

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Ships withgame-dev-skills

This is my personal agent skill repository, primarily focused on game development.

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