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game-architect

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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

Standalone

A lightweight workflow-standalone.md is also available as a self-contained design pipeline if needed.

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.


Reference Lookup Guide

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

Architecture References

WhenRead
Always (high-level structure)references/macro-design.md
Always (core principles)references/principles.md
Requirement analysisreferences/requirements.md
Choosing DDD paradigmreferences/domain-driven-design.md
Choosing Data-Driven paradigmreferences/data-driven-design.md
Choosing Prototype paradigmreferences/prototype-design.md
Evolution & extensibility reviewreferences/evolution.md
Performance optimization neededreferences/performance-optimization.md
Multiplayer support neededreferences/system-multiplayer.md

For system-specific design, see the System-Specific References table below.

System-Specific References

System CategoryReference
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
Narrative System (Dialogue, Cutscenes, Story Flow)references/system-narrative.md
Game AI System (Movement, Pathfinding, Decision Making, Tactical)references/system-game-ai.md
Multiplayer System (Client-Server, Sync Models, Distributed Server, AOI, Communication)references/system-multiplayer.md
Algorithm & Data Structures (Pathfinding, Search, Physics, Generic Solver)references/algorithm.md

Paradigm Selection Guide

ParadigmKeyPointApplicability ScopeExamplesReference
Domain-Driven Design (DDD)OOP & Entity FirstHigh Rule Complexity. <br> Rich Domain Concepts. <br> Many Distinct Entities.Core Combat Logic, Physics Interactions, Damage/Buff Rules, Complex AI Decision.references/domain-driven-design.md
Data-Driven DesignData Layer FirstHigh 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.references/data-driven-design.md
Use-Case Driven PrototypeUse-Case Implementation FirstRapid ValidationGame Jam, Core Mechanic Testing.references/prototype-design.md

Mixing Paradigms

Most projects mix paradigms:

  1. Macro Consistency: All modules follow the same Module Management Framework.
  2. Domain for Core Entities & Rules: Use DDD for systems with high rule complexity, rich domain concepts, and many distinct entities (e.g., Combat Actors, Damage Formulas, AI Decision).
  3. Data for Content, Flow & State: Use Data-Driven for expandable content (Quests, Level Design), flow orchestration (Tutorial, Skill Execution, Narrative), and simple data management (Inventory, Shop).
  4. Hybrid Paradigms:
    • 4.1 Entities as Data: Domain Entities naturally hold both data (fields) and behavior (methods). Design entities to be serialization-friendly (use IDs, keep state as plain fields) so they serve both roles without a separate data layer.
    • 4.2 Flow + Domain: Use data-driven flow to orchestrate the sequence/pipeline, domain logic to handle rules at each step. E.g., Skill System: flow drives cast→channel→apply, domain handles damage calc and buff interactions.
    • 4.3 Separate Data/Domain Layers: Only when edit-time and runtime representations truly diverge. Use a Bake/Compile step to bridge them. E.g., visual node-graph editors, compiled assets.
  5. Paradigm Interchangeability: Many systems can be validly implemented with either paradigm. E.g., Actor inheritance hierarchy (Domain) ↔ ECS components + systems (Data-Driven); Buff objects with encapsulated rules (Domain) ↔ Tag + Effect data entries resolved by a generic pipeline (Data-Driven). See Selection Criteria table above for trade-off signals.
  6. Integration: Application Layer bridges different paradigms.

Selection Criteria

When both DDD and Data-Driven fit, use these signals:

SignalFavor DDDFavor Data-Driven
Entity interactionsComplex multi-entity rules (attacker × defender × buffs × environment)Mostly CRUD + display, few cross-entity rules
Behavior sourceVaries by entity type, hard to express as pure dataDriven by config tables, designer-authored content
Change frequencyRules change with game balance iterationsContent/flow changes far more often than logic
Performance profileAcceptable overhead for rich object graphsNeeds batch processing, cache-friendly layouts
NetworkingStateful objects acceptableFlat state snapshots preferred (sync, rollback)
Team workflowProgrammers own the logicDesigners need to iterate without code changes

Source

git clone https://github.com/Yuki001/game-dev-skills/blob/main/skills/game-architect/SKILL.mdView on GitHub

Overview

Game Architect provides domain knowledge for planning game system architectures—from combat and AI to UI, multiplayer, and narrative. It offers paradigm picks (DDD, Data-Driven, Prototype), references for system design, and mixing strategies, and is designed to work with workflow skills or plan mode.

How This Skill Works

Used as a domain knowledge plugin, it guides you through a Reference Lookup and paradigm decisions to reach relevant documents (macro-design, principles, requirements, and system-specific references). When paired with a workflow skill like OpenSpec or SpecKit, you can use it during requirements, design, and planning phases to inform architecture decisions.

When to Use It

  • During requirements/spec phases to select architecture paradigms (DDD, Data-Driven, Prototype) for the project
  • During design/planning to read relevant references for a given subsystem (e.g., combat, UI, multiplayer, or narrative)
  • When evaluating mixing strategies, extensibility, and performance concerns across systems
  • During architecture reviews of core domains like combat, AI, UI, or scene systems
  • When using knowledge mode to query architecture guidance or expand the reference library

Quick Start

  1. Step 1: Enable Game Architect and attach a workflow skill (e.g., OpenSpec or SpecKit) or use plan mode
  2. Step 2: Open Reference Lookup Guide and select macro-design.md, principles.md, requirements.md, and system-specific references as needed
  3. Step 3: Apply the Paradigm Selection Guide to choose DDD, Data-Driven, or Prototype and map to system references

Best Practices

  • Start with macro-design and principles from macro-design.md and principles.md before diving into subsystem models
  • Always consult system-specific references (e.g., system-scene.md, system-ui.md, system-multiplayer.md) for concrete guidance
  • Pair with a workflow skill (OpenSpec or SpecKit) or plan mode to enable structured design flow
  • Document decisions and mixing strategies to preserve rationale across teams
  • Review evolution and performance references to ensure long-term scalability and extensibility

Example Use Cases

  • Design a turn-based combat system using DDD concepts for domain rules and prototype design for rapid iteration
  • Build a skill system with attributes, skills, and buffs referencing system-skill.md guidance
  • Architect a UI module with MVC/MVVM patterns and data binding for reactive UI
  • Plan multiplayer architecture with client-server sync models and AOI strategies
  • Structure a Narrative System with dialogue, cutscenes, and story flow using appropriate references

Frequently Asked Questions

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