create-architecture

Donchitos/Claude-Code-Game-Studios · updated Apr 16, 2026

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$npx skills add https://github.com/Donchitos/Claude-Code-Game-Studios --skill create-architecture
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summary

### Create Architecture

  • name: create-architecture
  • description: "Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a com
  • argument-hint: "[focus-area: full | layers | data-flow | api-boundaries | adr-audit] [--review full|lean|solo]"
skill.md
name
create-architecture
description
"Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version."
argument-hint
"[focus-area: full | layers | data-flow | api-boundaries | adr-audit] [--review full|lean|solo]"
user-invocable
true
allowed-tools
Read, Glob, Grep, Write, Bash, AskUserQuestion, Task
agent
technical-director

Create Architecture

This skill produces docs/architecture/architecture.md — the master architecture document that translates all approved GDDs into a concrete technical blueprint. It sits between design and implementation, and must exist before sprint planning begins.

Distinct from /architecture-decision: ADRs record individual point decisions. This skill creates the whole-system blueprint that gives ADRs their context.

Resolve the review mode (once, store for all gate spawns this run):

  1. If --review [full|lean|solo] was passed → use that
  2. Else read production/review-mode.txt → use that value
  3. Else → default to lean

See .claude/docs/director-gates.md for the full check pattern.

Argument modes:

  • No argument / full: Full guided walkthrough — all sections, start to finish
  • layers: Focus on the system layer diagram only
  • data-flow: Focus on data flow between modules only
  • api-boundaries: Focus on API boundary definitions only
  • adr-audit: Audit existing ADRs for engine compatibility gaps only

Phase 0: Load All Context

Before anything else, load the full project context in this order:

0a. Engine Context (Critical)

Read the engine reference library completely:

  1. docs/engine-reference/[engine]/VERSION.md → Extract: engine name, version, LLM cutoff, post-cutoff risk levels
  2. docs/engine-reference/[engine]/breaking-changes.md → Extract: all HIGH and MEDIUM risk changes
  3. docs/engine-reference/[engine]/deprecated-apis.md → Extract: APIs to avoid
  4. docs/engine-reference/[engine]/current-best-practices.md → Extract: post-cutoff best practices that differ from training data
  5. All files in docs/engine-reference/[engine]/modules/ → Extract: current API patterns per domain

If no engine is configured, stop and prompt:

"No engine is configured. Run /setup-engine first. Architecture cannot be written without knowing which engine and version you are targeting."

0b. Design Context + Technical Requirements Extraction

Read all approved design documents and extract technical requirements from each:

  1. design/gdd/game-concept.md — game pillars, genre, core loop
  2. design/gdd/systems-index.md — all systems, dependencies, priority tiers
  3. .claude/docs/technical-preferences.md — naming conventions, performance budgets, allowed libraries, forbidden patterns
  4. Every GDD in design/gdd/ — for each, extract technical requirements:
    • Data structures implied by the game rules
    • Performance constraints stated or implied
    • Engine capabilities the system requires
    • Cross-system communication patterns (what talks to what, how)
    • State that must persist (save/load implications)
    • Threading or timing requirements

Build a Technical Requirements Baseline — a flat list of all extracted requirements across all GDDs, numbered TR-[gdd-slug]-[NNN]. This is the complete set of what the architecture must cover. Present it as:

## Technical Requirements Baseline
Extracted from [N] GDDs | [X] total requirements

| Req ID | GDD | System | Requirement | Domain |
|--------|-----|--------|-------------|--------|
| TR-combat-001 | combat.md | Combat | Hitbox detection per-frame | Physics |
| TR-combat-002 | combat.md | Combat | Combo state machine | Core |
| TR-inventory-001 | inventory.md | Inventory | Item persistence | Save/Load |

This baseline feeds into every subsequent phase. No GDD requirement should be left without an architectural decision to support it by the end of this session.

0c. Existing Architecture Decisions

Read all files in docs/architecture/ to understand what has already been decided. List any ADRs found and their domains.

0d. Generate Knowledge Gap Inventory

Before proceeding, display a structured summary:

## Engine Knowledge Gap Inventory
Engine: [name + version]
LLM Training Covers: up to approximately [version]
Post-Cutoff Versions: [list]

### HIGH RISK Domains (must verify against engine reference before deciding)
- [Domain]: [Key changes]

### MEDIUM RISK Domains (verify key APIs)
- [Domain]: [Key changes]

### LOW RISK Domains (in training data, likely reliable)
- [Domain]: [no significant post-cutoff changes]

### Systems from GDD that touch HIGH/MEDIUM risk domains:
- [GDD system name] → [domain] → [risk level]

Ask: "This inventory identifies [N] systems in HIGH RISK engine domains. Shall I continue building the architecture with these warnings flagged throughout?"


Phase 1: System Layer Mapping

Map every system from systems-index.md into an architecture layer. The standard game architecture layers are:

┌─────────────────────────────────────────────┐
│  PRESENTATION LAYER                         │  ← UI, HUD, menus, VFX, audio
├─────────────────────────────────────────────┤
│  FEATURE LAYER                              │  ← gameplay systems, AI, quests
├─────────────────────────────────────────────┤
│  CORE LAYER                                 │  ← physics, input, combat, movement
├─────────────────────────────────────────────┤
│  FOUNDATION LAYER                           │  ← engine integration, save/load,
│                                             │    scene management, event bus
├─────────────────────────────────────────────┤
│  PLATFORM LAYER                             │  ← OS, hardware, engine API surface
└─────────────────────────────────────────────┘

For each GDD system, ask:

  • Which layer does it belong to?
  • What are its module boundaries?
  • What does it own exclusively? (data, state, behaviour)

Present the proposed layer assignment and ask for approval before proceeding to the next section. Write the approved layer map immediately to the skeleton file.

Engine awareness check: For each system assigned to the Core and Foundation layers, flag if it touches a HIGH or MEDIUM risk engine domain. Show the relevant engine reference excerpt inline.


Phase 2: Module Ownership Map

For each module defined in Phase 1, define ownership:

  • Owns: what data and state this module is solely responsible for
  • Exposes: what other modules may read or call
  • Consumes: what it reads from other modules
  • Engine APIs used: which specific engine classes/nodes/signals this module calls directly (with version and risk level noted)

Format as a table per layer, then as an ASCII dependency diagram.

Engine awareness check: For every engine API listed, verify against the relevant module reference doc. If an API is post-cutoff, flag it:

⚠️  [ClassName.method()] — Godot 4.6 (post-cutoff, HIGH risk)
    Verified against: docs/engine-reference/godot/modules/[domain].md
    Behaviour confirmed: [yes / NEEDS VERIFICATION]

Get user approval on the ownership map before writing.


Phase 3: Data Flow

Define how data moves between modules during key game scenarios. Cover at minimum:

  1. Frame update path: Input → Core systems → State → Rendering
  2. Event/signal path: How systems communicate without tight coupling
  3. Save/load path: What state is serialised, which module owns serialisation
  4. Initialisation order: Which modules must boot before others

Use ASCII sequence diagrams where helpful. For each data flow:

  • Name the data being transferred
  • Identify the producer and consumer
  • State whether this is synchronous call, signal/event, or shared state
  • Flag any data flows that cross thread boundaries

Get user approval per scenario before writing.


Phase 4: API Boundaries

Define the public contracts between modules. For each boundary:

  • What is the interface a module exposes to the rest of the system?
  • What are the entry points (functions/signals/properties)?
  • What invariants must callers respect?
  • What must the module guarantee to callers?

Write in pseudocode or the project's actual language (from technical preferences). These become the contracts programmers implement against.

Engine awareness check: If any interface uses engine-specific types (e.g. Node, Resource, Signal in Godot), flag the version and verify the type exists and has not changed signature in the target engine version.


Phase 5: ADR Audit + Traceability Check

Review all existing ADRs from Phase 0c against both the architecture built in Phases 1-4 AND the Technical Requirements Baseline from Phase 0b.

ADR Quality Check

For each ADR:

  • Does it have an Engine Compatibility section?
  • Is the engine version recorded?
  • Are post-cutoff APIs flagged?
  • Does it have a "GDD Requirements Addressed" section?
  • Does it conflict with the layer/ownership decisions made in this session?
  • Is it still valid for the pinned engine version?
ADREngine CompatVersionGDD LinkageConflictsValid
ADR-0001: [title]✅/❌✅/❌✅/❌None/[conflict]✅/⚠️

Traceability Coverage Check

Map every requirement from the Technical Requirements Baseline to existing ADRs. For each requirement, check if any ADR's "GDD Requirements Addressed" section or decision text covers it:

Req IDRequirementADR CoverageStatus
TR-combat-001Hitbox detection per-frameADR-0003
TR-combat-002Combo state machine❌ GAP

Count: X covered, Y gaps. For each gap, it becomes a Required New ADR.

Required New ADRs

List all decisions made during this architecture session (Phases 1-4) that do not yet have a corresponding ADR, PLUS all uncovered Technical Requirements. Group by layer — Foundation first:

Foundation Layer (must create before any coding):

  • /architecture-decision [title] → covers: TR-[id], TR-[id]

Core Layer:

  • /architecture-decision [title] → covers: TR-[id]

Phase 6: Missing ADR List

Based on the full architecture, produce a complete list of ADRs that should exist but don't yet. Group by priority:

Must have before coding starts (Foundation & Core decisions):

  • [e.g. "Scene management and scene loading strategy"]
  • [e.g. "Event bus vs direct signal architecture"]

Should have before the relevant system is built:

  • [e.g. "Inventory serialisation format"]

Can defer to implementation:

  • [e.g. "Specific shader technique for water"]

Phase 7: Write the Master Architecture Document

Once all sections are approved, write the complete document to docs/architecture/architecture.md.

Ask: "May I write the master architecture document to docs/architecture/architecture.md?"

The document structure:

# [Game Name] — Master Architecture

## Document Status
- Version: [N]
- Last Updated: [date]
- Engine: [name + version]
- GDDs Covered: [list]
- ADRs Referenced: [list]

## Engine Knowledge Gap Summary
[Condensed from Phase 0d inventory — HIGH/MEDIUM risk domains and their implications]

## System Layer Map
[From Phase 1]

## Module Ownership
[From Phase 2]

## Data Flow
[From Phase 3]

## API Boundaries
[From Phase 4]

## ADR Audit
[From Phase 5]

## Required ADRs
[From Phase 6]

## Architecture Principles
[3-5 key principles that govern all technical decisions for this project,
derived from the game concept, GDDs, and technical preferences]

## Open Questions
[Decisions deferred — must be resolved before the relevant layer is built]

Phase 7b: Technical Director Sign-Off + Lead Programmer Feasibility Review

After writing the master architecture document, perform an explicit sign-off before handoff.

Step 1 — Technical Director self-review (this skill runs as technical-director):

Apply gate TD-ARCHITECTURE (.claude/docs/director-gates.md) as a self-review. Check all four criteria from that gate definition against the completed document.

Review mode check — apply before spawning LP-FEASIBILITY:

  • solo → skip. Note: "LP-FEASIBILITY skipped — Solo mode." Proceed to Phase 8 handoff.
  • lean → skip (not a PHASE-GATE). Note: "LP-FEASIBILITY skipped — Lean mode." Proceed to Phase 8 handoff.
  • full → spawn as normal.

Step 2 — Spawn lead-programmer via Task using gate LP-FEASIBILITY (.claude/docs/director-gates.md):

Pass: architecture document path, technical requirements baseline summary, ADR list.

Step 3 — Present both assessments to the user:

Show the Technical Director assessment and Lead Programmer verdict side by side.

Use AskUserQuestion — "Technical Director and Lead Programmer have reviewed the architecture. How would you like to proceed?" Options: Accept — proceed to handoff / Revise flagged items first / Discuss specific concerns

Step 4 — Record sign-off in the architecture document:

Update the Document Status section:

- Technical Director Sign-Off: [date] — APPROVED / APPROVED WITH CONDITIONS
- Lead Programmer Feasibility: FEASIBLE / CONCERNS ACCEPTED / REVISED

Ask: "May I update the Document Status section in docs/architecture/architecture.md with the sign-off?"


Phase 8: Handoff

After writing the document, provide a clear handoff:

  1. Run these ADRs next (from Phase 6, prioritised): list the top 3
  2. Gate check: "The master architecture document is complete. Run /gate-check pre-production when all required ADRs are also written."
  3. Update session state: Write a summary to production/session-state/active.md

Collaborative Protocol

This skill follows the collaborative design principle at every phase:

  1. Load context silently — do not narrate file reads
  2. Present findings — show the knowledge gap inventory and layer proposals
  3. Ask before deciding — present options for each architectural choice
  4. Get approval before writing — each phase section is written only after user approves the content
  5. Incremental writing — write each approved section immediately; do not accumulate everything and write at the end. This survives session crashes.

Never make a binding architectural decision without user input. If the user is unsure, present 2-4 options with pros/cons before asking them to decide.


Recommended Next Steps

  • Run /architecture-decision [title] for each required ADR listed in Phase 6 — Foundation layer ADRs first
  • Run /create-control-manifest once the required ADRs are written to produce the layer rules manifest
  • Run /gate-check pre-production when all required ADRs are written and the architecture is signed off
how to use create-architecture

How to use create-architecture on Cursor

AI-first code editor with Composer

1

Prerequisites

Before installing skills in Cursor, ensure your development environment meets these requirements:

  • Cursor installed and configured on your development machine
  • Node.js version 16.0+ with npm package manager (verify with node --version)
  • Active project directory or workspace where you want to add create-architecture
2

Execute installation command

Execute the skills CLI command in your project's root directory to begin installation:

$npx skills add https://github.com/Donchitos/Claude-Code-Game-Studios --skill create-architecture

The skills CLI fetches create-architecture from GitHub repository Donchitos/Claude-Code-Game-Studios and configures it for Cursor.

3

Select Cursor when prompted

The CLI will show a list of available agents. Use arrow keys to navigate and space to select Cursor:

◆ Which agents do you want to install to?
│ ── Universal (.agents/skills) ── always included ────
│ • Amp
│ • Antigravity
│ • Cline
│ • Codex
│ ●Cursor(selected)
│ • Cursor
│ • Windsurf
4

Verify installation

Confirm successful installation by checking the skill directory location:

.cursor/skills/create-architecture

Reload or restart Cursor to activate create-architecture. Access the skill through slash commands (e.g., /create-architecture) or your agent's skill management interface.

Security & Verification Notice

We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.

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Improve work quality by 30-40% with less effort

Implementation Guide

Prerequisites

  • Claude Desktop or compatible AI client with skill support
  • Clear understanding of task or problem to solve
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Time Estimate

15-45 minutes depending on use case complexity

Installation Steps

  1. 1.Install skill using provided installation command
  2. 2.Test with simple use case relevant to your work
  3. 3.Evaluate output quality and relevance
  4. 4.Iterate on prompts to improve results
  5. 5.Integrate into regular workflow if valuable

Common Pitfalls

  • Expecting perfect results without iteration
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  • Using skill for tasks outside its intended scope
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Best Practices

✓ Do

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  • +Provide relevant context and constraints
  • +Review and refine all outputs before using
  • +Iterate to improve output quality
  • +Document successful prompt patterns

✗ Don't

  • Don't use without understanding skill limitations
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💡 Pro Tips

  • Be specific about desired format and style
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When to Use This

✓ Use When

Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.

✗ Avoid When

Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.

Learning Path

  1. 1Familiarize yourself with skill capabilities and limitations
  2. 2Start with low-risk, non-critical tasks
  3. 3Progress to more complex and valuable use cases
  4. 4Build expertise through regular use and experimentation

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general reviews

Ratings

4.852 reviews
  • Arjun Verma· Dec 24, 2024

    I recommend create-architecture for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.

  • Ama Sanchez· Dec 16, 2024

    Solid pick for teams standardizing on skills: create-architecture is focused, and the summary matches what you get after install.

  • Arjun Menon· Nov 15, 2024

    create-architecture reduced setup friction for our internal harness; good balance of opinion and flexibility.

  • Sakshi Patil· Nov 7, 2024

    create-architecture is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.

  • Aisha Dixit· Nov 7, 2024

    We added create-architecture from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.

  • Arya Singh· Nov 3, 2024

    create-architecture fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.

  • Chaitanya Patil· Oct 26, 2024

    Keeps context tight: create-architecture is the kind of skill you can hand to a new teammate without a long onboarding doc.

  • Liam Tandon· Oct 26, 2024

    create-architecture fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.

  • Arya Ghosh· Oct 22, 2024

    We added create-architecture from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.

  • Li Torres· Oct 6, 2024

    Registry listing for create-architecture matched our evaluation — installs cleanly and behaves as described in the markdown.

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