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game-architect

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.

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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

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.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 | | 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 | | 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 | | 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 |

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 |

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:
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Integration: Application Layer bridges different paradigms.

Selection Criteria

When both DDD and Data-Driven fit, use these sig

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