17-game-system-architecture-specification

Installation
SKILL.md

Game System Architecture Specification

Use When

  • An approved game SRS needs architecture and ADRs.

Do Not Use When

  • Detailed classes are the task; use the game technical implementation specification.
  • Do not hide authority or save ownership inside engine components.

Required Inputs

Artefact Source or provider Required? Behaviour when missing
GREQ-*, engine/platform decision, topology, budgets and risks Requirements, architecture and production Yes Stop and return unresolved decisions.
Plugins, platform services, data and threat constraints Specialist owners Conditional Mark integration provisional.

Workflow

  1. Draw contexts for client, services, platform, content/build, telemetry and operators.
  2. Define state, command/event flow, determinism, saves/migrations and time/randomness ownership.
  3. Establish engine-neutral domain boundaries and Unity, Godot, Unreal or Apple adapters.
  4. Specify content streaming, asset import, graphics/audio/UI/camera budgets, accessibility/localisation settings and fallbacks, consuming approved visual contracts from design-system-skills.
  5. Design online topology, replication budget, sessions, persistence and compatibility where applicable.
  6. Design trust, data/economy/ad integrity, separate SDK privacy boundaries, child-safe disabled defaults, build provenance, observability and rollback/kill switches.
  7. Define shared-platform seams as optional capabilities with per-game adoption, identity, performance and simplicity criteria; do not force every package into every game.
Installs
1
GitHub Stars
8
First Seen
Sep 27, 2026