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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/engineering-common/gameplay-architecture/SKILL.md

gameplay-architecture

Skill105 starsChanged 8 months agoMITView on GitHub

Define system ownership, boundaries, state flow, and extensibility for gameplay code across engines.

1 other project uses a version of this.

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The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    test and performance requirements

    line 22
  2. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 60
  3. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 61

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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.

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