| name | gameplay-architecture |
| description | Define system ownership, boundaries, state flow, and extensibility for gameplay code across engines. |
| origin | everything-game-dev-code |
| category | engineering-common |
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
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.