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create-architecture

Author the architecture blueprint before code is written. Validates decisions against the pinned engine, flags knowledge gaps.

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Donchitos/Claude-Code-Game-Studios
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September 29, 2026 at 11:32
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name
create-architecture
description
Author the architecture blueprint before code is written. Validates decisions against the pinned engine, flags knowledge gaps.
argument-hint
[focus-area: full | layers | data-flow | api-boundaries | adr-audit] [--review full|lean|solo]
user-invocable
true
allowed-tools
Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion, Agent, Bash(bash "*/.claude/skills/create-architecture/../../hooks/yaml-helper.sh" resolve_config *)
model
sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density` Resolved above — use as-is; `--review` overrides `review_mode`. No block → defaults in `.claude/docs/config-resolution.md`. # 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. See `.claude/docs/director-gates.md` for the full check pattern. Individual gate definitions live in `.claude/docs/director-gates/[gate-id].md` — the spawned agent reads its own gate file; do not read it in the parent session. Every `AskUserQuestion` call follows `.claude/docs/automation-modes.md` (collaborative asks always · guided major-only · autonomous logs and proceeds; `automation_always_ask` categories always prompt). **`docs.density`** — it controls per-section *depth*, where `workflow` controls which sections exist. `modes.rigor` sets both together; set `docs.density` explicitly to vary depth alone: `terse` (the default, via `rigor: minimal`) = layer diagrams + decision bullets, no essays; `balanced` = diagrams + paragraph explanations of layer choices (`rigor: standard`); `thorough` = full prose with rationale, trade-offs, and alternatives considered per layer. Apply it to every section you author. **`workflow`** (see `.claude/docs/workflow-modes.md`): - `full` — full architecture: all layers, module ownership, data flow, API boundaries, full ADR audit. - `standard` — simplified: system layer map + critical ADR list only. - `minimal` — not required. Can still be run voluntarily. **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 four project-wide engine documents in full — they are small, and every part of each is used: 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 Then read **only the module docs whose domain this game actually uses** — not the whole `modules/` directory: 5. `docs/engine-reference/[engine]/modules/` — glob it to establish what exists, then match against the domains present in `design/gdd/systems-index.md` (the same domain vocabulary the ADR template uses: Physics, Rendering, UI, Audio, Navigation, Animation, Networking, Core, Input). Read the matching modules; skip the rest. → Extract: current API patterns per domain A game with no multiplayer system does not need the networking module loaded to write its architecture, and loading it costs the same as one that does. **If the domain match is ambiguous, read the module** — a missed engine constraint is far more expensive here than a redundant read, because this phase is where those constraints get baked into the architecture. 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 Load the 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 **Check both exist before reading either. Neither is optional here, and both need an absence branch** — §0a stops for an unconfigured engine, and these two matter just as much: - **`systems-index.md` absent** — stop: > "No systems index found. Run `/map-systems` first. An architecture written > without it invents layers for systems nobody mapped, and every ADR, epic and > story downstream inherits that invention." At `minimal` the index is not required (§ tier note above) — say so and proceed from the brief instead. - **`game-concept.md` absent** — at `standard`/`full`, stop and point at `/brainstorm`. At `minimal`, read `design/game-brief.md` in its place; if that is absent too, stop — there is no design record to architect against. - **Either present but empty or still template placeholders** — treat as absent. Present-but-empty is the case that most looks like present. Do not proceed on a partial read and note it later. This phase is where design assumptions get baked into ADRs, and an assumption made here is re-derived by everything downstream rather than re-checked. 3. Project config — `naming.*` and `performance.*` from `project.yaml` (for any key absent or empty, fall back to `.claude/docs/technical-preferences.md`); allowed libraries and forbidden patterns from `.claude/docs/technical-preferences.md` (not migrated to project.yaml) 4. **Every GDD in `design/gdd/`** — extract technical requirements from the sections that carry them, **not from whole files**. Establish the denominator first (glob `design/gdd/*.md`, count **N**), then: ``` Grep pattern="^## (Detailed Rules|Detailed Design|Formulas|Dependencies|Tuning Knobs|Acceptance Criteria)" glob="design/gdd/*.md" output_mode="content" -A 40 ``` Overview and Player Fantasy are narrative and imply no architecture; the scanned set is where rules, numbers, and cross-system contracts live. Accept either `## Detailed Rules` or `## Detailed Design` — the design standard and the GDD template disagree on the name and they denote the same section. Full-read a GDD when it matched **zero** sections (it predates the template — a zero-match means "unstructured", never "no requirements") or when a scanned section refers to material outside itself. **Never treat an absent section as an absent requirement**: report any GDD that contributed nothing, rather than letting it drop silently out of the baseline below. For each, extract: - 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 To learn **what has already been decided and in which domain**, scan the ADR headers — do not full-read every ADR to produce a list of numbers and domains: ``` Grep pattern="^## (Status|Summary)" glob="docs/architecture/adr-*.md" output_mode="content" -A 4 Grep pattern="\*\*Domain\*\*" glob="docs/architecture/adr-*.md" output_mode="content" ``` `## Summary` (a 2-sentence what-and-why) plus `## Status` and the Engine Compatibility `Domain` field are exactly "what was decided and its domain". List the ADRs found, their status, and their domains from the scan. Full-read a specific ADR only when a new decision this session would collide with it and you need its reasoning — not to build the inventory. ### 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] ``` Use `AskUserQuestion`: - Prompt: "One or more engine domains are HIGH RISK — the LLM's knowledge may be unreliable for these areas. Architectural recommendations in these domains should be cross-referenced with the engine docs before being acted on. How would you like to proceed?" - Options: - `[A] Proceed — flag HIGH RISK domains throughout the output` - `[B] Let me check the engine reference first — pause here` - `[C] Show me which domains are HIGH RISK and why` ### 0e. Existing Architecture Document Glob `docs/architecture/architecture.md`. If it exists, this run updates it — it never replaces it unasked. Read its `## Document Status` block and its `##` headings, then use `AskUserQuestion`: - Prompt: "An architecture document already exists (v[N], [last updated]). What should this run do?" - Options: `[A] Update chosen sections in place` / `[B] Rewrite the whole document — replaces the existing file` / `[C] Stop` On `[A]`, ask which sections. Phases 1–6 author only those and say which they skipped; Phase 7 replaces just those sections and raises `Version` to N+1, leaving every other section as it is. `[B]` runs the full walkthrough, and Phase 7's ask says it replaces the existing file. A focus-area argument (`layers`, `data-flow`, `api-boundaries`, `adr-audit`) is `[A]` with that one section chosen: it runs only its phase (1, 3, 4 or 5), and Phase 7 writes that section. Phase 7b still runs on the updated document — an update is reviewed like a first draft, at the review modes that review one. With no existing document there is nothing to update — say so, and offer the full walkthrough instead. --- ## Phase 1: System Layer Mapping Map every system from `systems-index.md` into an architecture layer. The standard game architecture layers are: ``` ┌─────────────────────────────────────────────┐ │ PRESENTATION LAYER │ ← UI, HUD, menus, VFX, audio ├─────────────────────────────────────────────┤ │ FEATURE LAYER │ ← gameplay systems, AI, quests ├─────────────────────────────────────────────┤ │ CORE LAYER │ ← physics, input, combat, movement ├─────────────────────────────────────────────┤ │ FOUNDATION LAYER │ ← engine integration, save/load, │ │ scene management, event bus ├─────────────────────────────────────────────┤ │ PLATFORM LAYER │ ← OS, hardware, engine API surface └─────────────────────────────────────────────┘ ``` For each GDD system, ask: - Which layer does it belong to? - What are its module boundaries? - What does it own exclusively? (data, state, behaviour) Present the proposed layer assignment and ask for approval before proceeding to the next section. Record the approved layer map in `production/session-state/active.md`; it goes into the document at Phase 7. **Engine awareness check**: For each system assigned to the Core and Foundation layers, flag if it touches a HIGH or MEDIUM risk engine domain. Show the relevant engine reference excerpt inline. --- ## Phase 2: Module Ownership Map For each module defined in Phase 1, define ownership: - **Owns**: what data and state this module is solely responsible for - **Exposes**: what other modules may read or call - **Consumes**: what it reads from other modules - **Engine APIs used**: which specific engine classes/nodes/signals this module calls directly (with version and risk level noted) Format as a table per layer, then as an ASCII dependency diagram. **Engine awareness check**: For every engine API listed, verify against the relevant module reference doc. If an API is post-cutoff, flag it: ``` ⚠️ [ClassName.method()] — Godot 4.6 (post-cutoff, HIGH risk) Verified against: docs/engine-reference/godot/modules/[domain].md Behaviour confirmed: [yes / NEEDS VERIFICATION] ``` Get user approval on the ownership map, then record it in `production/session-state/active.md`; it is written at Phase 7. --- ## Phase 3: Data Flow Define how data moves between modules during key game scenarios. Cover at minimum: 1. **Frame update path**: Input → Core systems → State → Rendering 2. **Event/signal path**: How systems communicate without tight coupling 3. **Save/load path**: What state is serialised, which module owns serialisation 4. **Initialisation order**: Which modules must boot before others Use ASCII sequence diagrams where helpful. For each data flow: - Name the data being transferred - Identify the producer and consumer - State whether this is synchronous call, signal/event, or shared state - Flag any data flows that cross thread boundaries Get user approval on each scenario, then record it in `production/session-state/active.md`; it is written at Phase 7. --- ## Phase 4: API Boundaries Define the public contracts between modules. For each boundary: - What is the interface a module exposes to the rest of the system? - What are the entry points (functions/signals/properties)? - What invariants must callers respect? - What must the module guarantee to callers? Write in pseudocode or the project's actual language (from technical preferences). These become the contracts programmers implement against. **Engine awareness check**: If any interface uses engine-specific types (e.g. `Node`, `Resource`, `Signal` in Godot), flag the version and verify the type exists and has not changed signature in the target engine version. Get user approval on the API boundaries, then record them in `production/session-state/active.md`; they are written at Phase 7. --- ## Phase 5: ADR Audit + Traceability Check Review all existing ADRs from Phase 0c against both the architecture built in Phases 1-4 AND the Technical Requirements Baseline from Phase 0b. ### ADR Quality Check For each ADR: - [ ] Does it have an Engine Compatibility section? - [ ] Is the engine version recorded? - [ ] Are post-cutoff APIs flagged? - [ ] Does it have a "GDD Requirements Addressed" section? - [ ] Does it conflict with the layer/ownership decisions made in this session? - [ ] Is it still valid for the pinned engine version? | ADR | Engine Compat | Version | GDD Linkage | Conflicts | Valid | |-----|--------------|---------|-------------|-----------|-------| | ADR-0001: [title] | ✅/❌ | ✅/❌ | ✅/❌ | None/[conflict] | ✅/⚠️ | ### Traceability Coverage Check Map every requirement from the Technical Requirements Baseline to existing ADRs. For each requirement, check if any ADR's "GDD Requirements Addressed" section or decision text covers it: | Req ID | Requirement | ADR Coverage | Status | |--------|-------------|--------------|--------| | TR-combat-001 | Hitbox detection per-frame | ADR-0003 | ✅ | | TR-combat-002 | Combo state machine | — | ❌ GAP | Count: X covered, Y gaps. For each gap, it becomes a **Required New ADR**. ### Required New ADRs List all decisions made during this architecture session (Phases 1-4) that do not yet have a corresponding ADR, PLUS all uncovered Technical Requirements. Group by layer — Foundation first: **Foundation Layer (must create before any coding):** - `/architecture-decision [title]` → covers: TR-[id], TR-[id] **Core Layer:** - `/architecture-decision [title]` → covers: TR-[id] --- ## Phase 6: Missing ADR List Based on the full architecture, produce a complete list of ADRs that should exist but don't yet. Group by priority: **Must have before coding starts (Foundation & Core decisions):** - [e.g. "Scene management and scene loading strategy"] - [e.g. "Event bus vs direct signal architecture"] **Should have before the relevant system is built:** - [e.g. "Inventory serialisation format"] **Can defer to implementation:** - [e.g. "Specific shader technique for water"] --- ## Phase 7: Write the Master Architecture Document
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