yuki001/game-dev-skills · Archived

game-architect

READ this skill when designing or planning any game system architecture — including combat, skills, AI, UI, multiplayer, narrative, or scene systems.

First seen Feb 7, 2026

Installation

$ npx skills add yuki001/game-dev-skills --skill game-architect

Summary

  • 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.

Stronger alternatives

This repository is archived — consider an actively maintained alternative.

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from yuki001/game-dev-skills · top by installs.

npx skills add yuki001/game-dev-skills

Browse all from yuki001/game-dev-skills

More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 67
Default branch main
Open issues 0
Status Archived

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 9,962 B
  • docs SUMMARY.md 406 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 55 installs

SKILL.md

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.


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 references/multiplayer-implementation-world.md Build a concrete AOI world server with region ownership, transfer, location registry, reconnect
Deterministic sync, lockstep, and rollback references/multiplayer-deterministic-sync.md Design deterministic input-sync architectures, frame pipelines, rollback, replay, and desync handling

Paradigm Selection Guide

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. references/domain-driven-design.md
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. references/data-driven-design.md
Use-Case Driven Prototype Use-Case Implementation First Rapid Validation Game Jam, Core Mechanic Testing. references/prototype-design.md

Here, Data-Driven Design means a data-structure-first programming paradigm, not specifically configuration-driven gameplay. See references/data-driven-design.md for the full terminology boundary.

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.

  1. 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.
  2. Integration: Application Layer bridges different paradigms.

Selection Criteria

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

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