Agent SkillsYuki001/game-dev-skills › game-architect

game-architect

GitHub

游戏架构领域知识参考,提供范式选择(DDD/数据驱动/原型)及系统设计方案。作为工作流插件或计划模式的知识库,指导战斗、AI、UI等模块的架构设计与决策。

skills/game-architect/SKILL.md Yuki001/game-dev-skills

Trigger Scenarios

设计游戏系统架构 查询游戏架构领域知识 进行需求分析或系统设计规划

Install

npx skills add Yuki001/game-dev-skills --skill game-architect -g -y
More Options

Use without installing

npx skills use Yuki001/game-dev-skills@game-architect

指定 Agent (Claude Code)

npx skills add Yuki001/game-dev-skills --skill game-architect -a claude-code -g -y

安装 repo 全部 skill

npx skills add Yuki001/game-dev-skills --all -g -y

预览 repo 内 skill

npx skills add Yuki001/game-dev-skills --list

SKILL.md

Frontmatter
{
    "name": "game-architect",
    "description": "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."
}

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
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

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.
Rich Domain Concepts.
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.
Flow Orchestration.
Simple Data Management.
Content: Quests, Level Design.
Flow: Tutorial Flow, Skill Execution, Narrative.
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:
    • 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.
  5. 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.
  6. 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

Version History

  • 832aed0 Current 2026-07-05 15:18

Same Skill Collection

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gat/.claude/skills/gat-design/SKILL.md
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gat/.claude/skills/gat-story/SKILL.md
gat/.claude/skills/gat-workflow-start/SKILL.md
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Metadata

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Version
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Indexed
2026-07-05 15:18

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