05-game-technical-implementation-specification
Installation
SKILL.md
Game Technical Implementation Specification
Use When
- Game architecture needs module, scene, data, asset, protocol, build and test seams.
Do Not Use When
- Architecture or authority is undecided.
- Do not copy legacy tutorial code without version verification.
Required Inputs
| Artefact | Source or provider | Required? | Behaviour when missing |
|---|---|---|---|
GREQ-*, GARCH-*, ADRs, toolchain locks and acceptance tests |
Architecture, engineering and QA | Yes | Stop the work package and return missing contracts. |
| Asset/UI handoff, data/ads/privacy schemas, adapters, protocol and build interface | Design and specialist owners | Conditional | Exclude or mark integration blocked. |
Workflow
- Decompose modules, scenes/worlds, data, assets and adapters with owners.
- Define responsibilities, interfaces, events, lifetime and dependency rules.
- Specify save/content/protocol versions, migrations, identifiers and idempotency.
- Add engine-specific notes only for the pinned version.
- Make every
GIMPL-*consumeGREQ-*,GARCH-*, relevantVCLAIM-*, approved game-design handoff, exact files/modules/assets or a bounded discovery task, and named exclusions. - Specify unit, integration, network, asset/UI, ad/privacy, accessibility/localisation, performance, security and device evidence per work package, including retained failed paths.
- Define instrumentation purpose, errors, config, secrets, migrations, rollback/kill switches, owner role, estimate range/confidence and recalibration trigger.