create-architecture
Guided, section-by-section authoring of the master architecture document for the game.
Skill by swl521
Chalk Labs
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About
Use cases: documents
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/create-architecture
Tools it pre-approves 7
From allowed-tools in SKILL.md: the agent may use these without asking you each time.
Read,Glob,Grep,Write,Bash,AskUserQuestion,Task
What's inside
- Skill 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.
- License
- MIT
- Allowed tools
- Read,, Glob,, Grep,, Write,, Bash,, AskUserQuestion,, Task
- Instructions
- 395 lines in SKILL.md · view on GitHub
Before installing
- Pre-approves some shell commands
Files (1)
- SKILL.md
SKILL.md (first lines)
# 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:
From swl521/Codex-Game-Studios, MIT.
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- 0.473score
balance-check
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Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances.
SkillDFreshness: D★ 9Claude Code +9 - 0.473score
adopt
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Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a…
SkillDFreshness: D★ 9Claude Code +9 - 0.473score
consistency-check
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Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same…
SkillDFreshness: D★ 9Claude Code +9 - 0.470score
asset-audit
swl521
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements.
SkillDFreshness: D★ 9Claude Code +9 - 0.470score
asset-spec
swl521
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles.
SkillDFreshness: D★ 9Claude Code - 0.470score
brainstorm
swl521
Guided game concept ideation — from zero idea to a structured game concept document.
SkillDFreshness: D★ 9Claude Code - 0.470score
bug-report
swl521
Creates a structured bug report from a description, or analyzes code to identify potential bugs.
SkillDFreshness: D★ 9Claude Code +9 - 0.470score
bug-triage
swl521
Read all open bugs in production/qa/bugs/, re-evaluate priority vs.
SkillDFreshness: D★ 9Claude Code +9 - 0.470score
changelog
swl521
Auto-generates a changelog from git commits, sprint data, and design documents.
SkillDFreshness: D★ 9Claude Code +9 - 0.470score
code-review
swl521
Performs an architectural and quality code review on a specified file or set of files.
SkillDFreshness: D★ 9Claude Code - 0.470score
design-review
swl521
Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards.
SkillDFreshness: D★ 9Claude Code - 0.470score
architecture-decision
swl521
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences.
SkillDFreshness: D★ 9Claude Code
Signals
- Stars
- 9
- Forks
- 3
- Open issues
- 1
- Last commit (this folder)
- Apr 7, 2026 (6 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/swl521/Codex-Game-Studios
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from swl521
- 0.473score
consistency-check
swl521
Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same…
SkillDFreshness: D★ 9Claude Code +9 - 0.473score
balance-check
swl521
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances.
SkillDFreshness: D★ 9Claude Code +9 - 0.473score
adopt
swl521
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a…
SkillDFreshness: D★ 9Claude Code +9 - 0.470score
architecture-decision
swl521
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences.
SkillDFreshness: D★ 9Claude Code - 0.470score
asset-spec
swl521
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles.
SkillDFreshness: D★ 9Claude Code - 0.470score
asset-audit
swl521
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements.
SkillDFreshness: D★ 9Claude Code +9
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create-architecture skill. Agent Mart. https://agentmart.dev/skills/swl521-create-architecture (last updated 2026-10-24)