game-architect

READ this skill when designing or planning any game system architecture — including combat, skills, AI, UI, multiplayer, narrative, or scene systems. Contains paradigm selection guides (DDD / Data-Driven / Prototype), system-specific design references, and mixing strategies. Works as a domain knowledge plugin alongside workflow skills (OpenSpec, SpecKit) or plan mode of an agent.

Game Architect Skill

Game architecture domain knowledge reference. Provides paradigm selection, system design references for game project architecture.

[!NOTE] This skill contains domain knowledge only, not a workflow. Pair it with a workflow skill (e.g., OpenSpec, SpecKit) or an agent's plan mode for structured design flow.

Usage Modes

With Workflow Skill (Recommended)

When used with a workflow skill (e.g., OpenSpec, SpecKit) or in the plan mode of an agent, this skill serves as a domain knowledge plugin:

  • During requirements/spec phases: Consult the Paradigm Selection Guide and System-Specific References to inform architectural decisions
  • During design/planning phases: Use the Reference Lookup Guide below to read relevant references/ documents

Knowledge Mode (Query)

When user requests to query knowledge for game architecture, this skill provides a reference lookup guide to relevant references/ documents based on the task.


Reference Lookup Guide

When designing game architecture, read the relevant references/ documents based on the task:

Architecture References

WhenRead
Always (high-level structure)references/macro-design.md
Always (core principles)references/principles.md
Requirement analysisreferences/requirements.md
Choosing DDD paradigmreferences/domain-driven-design.md
Choosing Data-Driven paradigmreferences/data-driven-design.md
Choosing Prototype paradigmreferences/prototype-design.md
Evolution & extensibility reviewreferences/evolution.md
Performance optimization neededreferences/performance-optimization.md
Multiplayer support neededreferences/multiplayer-overview.md
  • For physical architecture design, see the Physical Architecture References table below.
  • For system-specific design, see the System-Specific References table below.
  • For multiplayer system design, see the Multiplayer References table below.

Note : Only read the multiplayer references when multiplayer is needed.

Physical Architecture References

WhenRead
Project structure & file organizationreferences/project-structure.md
Data formats, processing, custom formats, bundles, metadatareferences/data-files.md
Asset conventions & pipelinereferences/asset-conventions.md

System-Specific References

System CategoryReference
Foundation & Core (Logs, Timers, Modules, Events, Resources, Audio, Input)references/system-foundation.md
Time & Logic Flow (Update Loops, Async, FSM, Command Queues, Controllers)references/system-time.md
Combat & Scene (Scene Graphs, Spatial Partitioning, ECS/EC, Loading)references/system-scene.md
UI & Modules (Modules Management, MVC/MVP/MVVM, UI Management, Data Binding, Reactive)references/system-ui.md
Skill System (Attribute, Skill, Buff)references/system-skill.md
Action Combat System (HitBox, Damage, Melee, Projectiles)references/system-action-combat.md
Narrative System (Dialogue, Cutscenes, Story Flow)references/system-narrative.md
Game AI System (Movement, Pathfinding, Decision Making, Tactical)references/system-game-ai.md
Mod & DLC System (Plugin Architecture, Config Database, Scripting, Hooks, Extensibility)references/system-mod.md
Algorithm & Data Structures (Pathfinding, Search, Physics, Generic Solver)references/algorithm.md

Multiplayer References

FocusReferenceUse When
Multiplayer overviewreferences/multiplayer-overview.mdDecide client/server responsibility, authority split, and gameplay sync style
Multiplayer protocol and connectionreferences/multiplayer-protocol.mdDesign messages, serialization, Req/Resp/Notify, heartbeat, reconnect
Multiplayer server architecturereferences/multiplayer-server-architecture.mdDesign ownership boundaries, process roles, deployment, persistence, recovery
Common server components and servicesreferences/multiplayer-implementation-common.mdBuild shared infrastructure such as auth, gateway, connector, db, cache, discovery, queue, observability
Room server build playbookreferences/multiplayer-implementation-room.mdBuild a concrete small-to-medium room-based realtime server with join flow, room ownership, settlement, reconnect
Encounter server build playbookreferences/multiplayer-implementation-encounter.mdBuild a concrete turn-based or combat-workflow server with checkpointing, idempotent actions, settlement
Persistent world server build playbookreferences/multiplayer-implementation-world.mdBuild a concrete AOI world server with region ownership, transfer, location registry, reconnect
Deterministic sync, lockstep, and rollbackreferences/multiplayer-deterministic-sync.mdDesign deterministic input-sync architectures, frame pipelines, rollback, replay, and desync handling

Paradigm Selection Guide

ParadigmKeyPointApplicability ScopeExamplesReference
Domain-Driven Design (DDD)OOP & Entity FirstHigh Rule Complexity. <br> Rich Domain Concepts. <br> Many Distinct Entities.Core Combat Logic, Physics Interactions, Damage/Buff Rules, Complex AI Decision.references/domain-driven-design.md
Data-Driven DesignData Layer FirstHigh Content Complexity. <br> Flow Orchestration. <br> Simple Data Management.Content: Quests, Level Design.<br>Flow: Tutorial Flow, Skill Execution, Narrative.<br>Mgmt: Inventory, Shop, Mail, Leaderboard.references/data-driven-design.md
Use-Case Driven PrototypeUse-Case Implementation FirstRapid ValidationGame Jam, Core Mechanic Testing.references/prototype-design.md

Mixing Paradigms

Most projects mix paradigms:

  1. Macro Consistency: All modules follow the same Module Management Framework.
  2. Domain for Core Entities & Rules: Use DDD for systems with high rule complexity, rich domain concepts, and many distinct entities (e.g., Combat Actors, Damage Formulas, AI Decision).
  3. Data for Content, Flow & State: Use Data-Driven for expandable content (Quests, Level Design), flow orchestration (Tutorial, Skill Execution, Narrative), and simple data management (Inventory, Shop).
  4. Hybrid Paradigms:
    • 4.1 Entities as Data: Domain Entities naturally hold both data (fields) and behavior (methods). Design entities to be serialization-friendly (use IDs, keep state as plain fields) so they serve both roles without a separate data layer.
    • 4.2 Flow + Domain: Use data-driven flow to orchestrate the sequence/pipeline, domain logic to handle rules at each step. E.g., Skill System: flow drives cast→channel→apply, domain handles damage calc and buff interactions.
    • 4.3 Separate Data/Domain Layers: Only when edit-time and runtime representations truly diverge. Use a Bake/Compile step to bridge them. E.g., visual node-graph editors, compiled assets.
  5. Paradigm Interchangeability: Many systems can be validly implemented with either paradigm. E.g., Actor inheritance hierarchy (Domain) ↔ ECS components + systems (Data-Driven); Buff objects with encapsulated rules (Domain) ↔ Tag + Effect data entries resolved by a generic pipeline (Data-Driven). See Selection Criteria table above for trade-off signals.
  6. Integration: Application Layer bridges different paradigms.

Selection Criteria

When both DDD and Data-Driven fit, use these signals:

SignalFavor DDDFavor Data-Driven
Entity interactionsComplex multi-entity rules (attacker × defender × buffs × environment)Mostly CRUD + display, few cross-entity rules
Behavior sourceVaries by entity type, hard to express as pure dataDriven by config tables, designer-authored content
Change frequencyRules change with game balance iterationsContent/flow changes far more often than logic
Performance profileAcceptable overhead for rich object graphsNeeds batch processing, cache-friendly layouts
NetworkingStateful objects acceptableFlat state snapshots preferred (sync, rollback)
Team workflowProgrammers own the logicDesigners need to iterate without code changes