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

  1. Decompose modules, scenes/worlds, data, assets and adapters with owners.
  2. Define responsibilities, interfaces, events, lifetime and dependency rules.
  3. Specify save/content/protocol versions, migrations, identifiers and idempotency.
  4. Add engine-specific notes only for the pinned version.
  5. Make every GIMPL-* consume GREQ-*, GARCH-*, relevant VCLAIM-*, approved game-design handoff, exact files/modules/assets or a bounded discovery task, and named exclusions.
  6. Specify unit, integration, network, asset/UI, ad/privacy, accessibility/localisation, performance, security and device evidence per work package, including retained failed paths.
  7. Define instrumentation purpose, errors, config, secrets, migrations, rollback/kill switches, owner role, estimate range/confidence and recalibration trigger.
Installs
1
GitHub Stars
8
First Seen
Sep 27, 2026