AI agent skill · by @MRCalderon3D
Gameplay Architecture
Define system ownership, boundaries, state flow, and extensibility for gameplay code across engines.
Archived 2026-10-23 · Source updated 2026-08-20 · License: MIT. Check the original repository for the latest version.
SKILL.md instructions
# Gameplay Architecture ## Purpose Define system ownership, boundaries, state flow, and extensibility for gameplay code across engines. ## Use When - a feature touches multiple systems - architecture is becoming hard to reason about - new systems need stable contracts ## Inputs - feature intent - engine constraints - existing architecture - test and performance requirements ## Process 1. define system responsibilities and boundaries 2. map state ownership and event flow 3. separate authored data, runtime logic, and presentation 4. identify extension points and anti-coupling measures 5. record risks, migration concerns, and validation strategy ## Outputs - architecture sketch - system boundary notes - state ownership map - implementation constraints ## Quality Bar - gameplay systems communicate through explicit interfaces or events, not direct cross-references - game state ownership is unambiguous: each piece of state has exactly one writer - systems can be tested in isolation with stubbed dependencies - the update/tick flow is documented: what runs in what order, and why ## Common Failure Modes - god objects that accumulate every gameplay responsibility - bidirectional dependencies between systems that make any change risky - state mutated from multiple systems with no clear owner - architecture that only works at current scale and collapses with content growth ## Related Agents - architect - technical-design-lead - gameplay-programmer ## Related Commands - tech-design - plan - verify ## Notes - Keep this skill aligned with the relevant rules layer and current project documentation. - If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.