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.
Adopted by
Most recently taken up by
- Wade-DevCode/awesome-coding-skills-cntheir own version, first seen Nov 8, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- Wade-DevCode/awesome-coding-skills-cn★ 7same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
- 2d-animation-pipelineSkill
- 3d-animation-pipelineSkill
- 3d-asset-pipelineSkill
- ai-asset-generationSkill
- art-bibleSkill
- audio-implementationSkill
- blender-environment-pipelineSkill
- cinematic-pipelineSkill
- dialogue-content-pipelineSkill
- generated-raster-asset-pipelineSkill
- lighting-lod-pipelineSkill
- localization-pipelineSkill
- materials-shading-pipelineSkill
- placeholder-asset-pipelineSkill
- rigging-skinning-pipelineSkill
- sprite-pipelineSkill
- technical-art-pipelineSkill
- tilemap-pipelineSkill
- ui-animation-pipelineSkill
- ui-asset-pipelineSkill
- vfx-pipelineSkill
- accessibility-designSkill
- combat-designSkill
- core-loop-designSkill
- economy-balancingSkill
- game-feel-designSkill
- level-designSkill
- liveops-designSkill
- monetization-designSkill
- narrative-designSkill
- onboarding-tutorial-designSkill
- procgen-designSkill
- progression-designSkill
- quest-designSkill
- ai-behavior-patternsSkill
- animation-state-patternsSkill
- asset-managementSkill
- build-pipeline-patternsSkill
- event-bus-patternsSkill
- input-abstractionSkill
- memory-budgetingSkill
- multiplayer-netcode-patternsSkill
- performance-budgetingSkill
- physics-gameplay-patternsSkill
- save-system-patternsSkill
- telemetry-instrumentationSkill
- tools-pipeline-patternsSkill
- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- godot-csharp-patternsSkill
- The first 60 shown.
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
- Distinctive: line 22
test and performance requirements
- Distinctive: line 60
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 61
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “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.
Files
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
- define system responsibilities and boundaries
- map state ownership and event flow
- separate authored data, runtime logic, and presentation
- identify extension points and anti-coupling measures
- 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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