| name | technical-design-bridge |
| description | Translate game design into implementation requirements without prescribing engineering solutions. The bridge between "what the designer wants" and "what gets built." Use this skill when: (1) translating formalized rules into systems specifications, (2) identifying data structure requirements from game state, (3) flagging performance-critical systems, (4) assessing platform constraints and their design impact, (5) defining aesthetic implementation requirements (shader complexity, audio channels, print specs), (6) creating component design specs for tabletop manufacturing. Medium-agnostic โ works for digital engines, tabletop manufacturing, and hybrid platforms.
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Technical Design Bridge
The designer says "what." The engineer says "how." The bridge translates between them without either overstepping. A designer shouldn't prescribe code architecture. An engineer shouldn't override design intent. This skill defines the handoff.
Bridge Philosophy
Describe the WHAT, not the HOW. "The combat system must resolve 4-player simultaneous actions within 100ms" is a design requirement. "Use a thread pool with lock-free queues" is an engineering decision.
Flag constraints, don't solve them. "This system requires tracking 10,000+ entities with real-time collision" is a flag. The solution is engineering's domain.
Respect both directions. Technical constraints are real and reshape design. If the platform can't handle the designer's vision, the design must adapt โ but that's a conversation, not a unilateral cut.
Core Deliverables
1. Systems Specification
For each game system, translate from design to implementation requirements:
SYSTEM: [Name]
PURPOSE: [What this system does in the game โ from design perspective]
STATE: [All variables this system tracks]
- [Variable]: [Type, range, persistence, visibility]
INPUTS: [What feeds into this system โ player actions, other systems]
OPERATIONS: [What transformations the system performs]
OUTPUTS: [What this system produces โ state changes, events, feedback]
PERFORMANCE: [Real-time? Turn-based? Latency tolerance?]
PERSISTENCE: [What must be saved? Session? Across sessions? Cloud?]
DEPENDENCIES: [What other systems must exist for this to function?]
Example:
SYSTEM: Character Mutation System
PURPOSE: Manages random power assignment and mutation interactions
STATE:
- active_mutations: List of MutationID, max 5, persisted per character
- mutation_energy: Float 0-100, regenerates at 2/sec, session-only
- catalyst_shard: ItemID reference, persisted
INPUTS:
- Player activates mutation (player input)
- Shard equipped/unequipped (inventory system)
- Damage received (combat system โ some mutations trigger on damage)
OPERATIONS:
- Random mutation assignment on character creation (weighted tables)
- Mutation activation (check energy, apply effect, start cooldown)
- Mutation interaction check (when 2+ mutations combine)
OUTPUTS:
- Visual effect trigger (to rendering)
- Stat modification events (to combat/movement)
- Audio trigger (to audio system)
PERFORMANCE: Real-time, mutation activation must resolve in < 1 frame
PERSISTENCE: Mutations persist across sessions. Energy resets per session.
DEPENDENCIES: Combat system, inventory system, character system
2. Data Structure Requirements
What state the game needs to track:
DATA DOMAIN ENTITIES VOLUME UPDATE FREQUENCY
โโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโ
Player state Characters 1-4 per session Real-time
World state Map tiles 1000-5000 Per event
Economy Resources 10-20 types Per transaction
Combat Active effects 0-50 per entity Per frame
Progression Unlock flags 100-500 Per milestone
Data relationship mapping:
- One-to-one (player โ character)
- One-to-many (character โ mutations)
- Many-to-many (characters โ factions)
- Hierarchical (world โ zone โ area โ tile)
3. Performance-Critical Flags
Systems that have hard performance requirements:
SYSTEM REQUIREMENT PRIORITY
โโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโ
[System] [Specific performance constraint] [Critical/
Important/
Nice-to-have]
Common performance-critical areas:
- Input response โ Player action to visual feedback (< 100ms for action games)
- Physics/collision โ Real-time spatial calculations
- AI decision-making โ NPC behavior resolution per frame
- Network synchronization โ Multiplayer state consistency
- Rendering โ Visual complexity vs. framerate
- Audio mixing โ Simultaneous sound channels
- Save/load โ Serialization speed and data size
4. Platform Constraints Impact
How target platform shapes design:
Digital platforms:
CONSTRAINT DESIGN IMPACT ADAPTATION
โโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโ
Input method [Controller? Touch? M+K?] [How it affects UI]
Screen size [Mobile? Monitor? TV?] [How it affects layout]
Processing power [Mobile? Console? PC?] [What's feasible]
Storage [Download size limits?] [Content budget]
Network [Online required? Optional?] [Offline capability]
Session context [Couch? Commute? Desktop?] [Session length design]
Tabletop constraints:
CONSTRAINT DESIGN IMPACT ADAPTATION
โโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโ
Component count [Manufacturing cost per unit] [Minimize unique pieces]
Card size [Standard sizes cost less] [Use standard sizes]
Print process [Color count, finish options] [Design within print]
Box size [Shelf presence vs. shipping] [Optimize footprint]
Setup time [Player patience threshold] [Minimize pieces]
Table footprint [Available play space] [Fit standard tables]
5. Aesthetic Implementation Requirements
Technical requirements driven by aesthetic direction (Skill 3):
Digital:
AESTHETIC CHOICE TECHNICAL REQUIREMENT COST
โโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโ
[Visual style] [Shader complexity, render path] [GPU budget]
[Animation style] [Bone count, blend trees] [Memory/CPU]
[Audio design] [Channels, reverb, spatialization][Audio budget]
[VFX approach] [Particle systems, post-process] [GPU budget]
[Lighting model] [Dynamic? Baked? Hybrid?] [Build time + GPU]
Tabletop:
AESTHETIC CHOICE MANUFACTURING REQUIREMENT COST
โโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโ
[Card art style] [Print DPI, bleed, color profile] [Per-unit]
[Miniatures] [Material, detail level, molds] [Tooling + unit]
[Board material] [Foldable? Mounted? Neoprene?] [Per-unit]
[Token material] [Cardboard? Wood? Acrylic?] [Per-unit]
[Box design] [Insert design, shrink wrap] [Per-unit]
6. Component Design Spec (Tabletop)
For tabletop games, the technical bridge includes physical component specification:
COMPONENT QUANTITY SIZE MATERIAL NOTES
โโโโโโโโโโโโโโโโ โโโโโโโโโโ โโโโโโโโโโโโโโ โโโโโโโโโโโโโโ โโโโโโโโโโโโโโ
Cards [Count] [Standard size] [Card stock] [Finish, sleeve]
Tokens [Count] [Dimensions] [Material] [Shape, color]
Board [Count] [Folded size] [Material] [Fold count]
Dice [Count] [Size] [Material] [Custom faces?]
Rulebook [Pages] [Size] [Paper weight] [Binding]
Box [1] [Dimensions] [Material] [Insert type]
Workflow
Creating a tech bridge document
- List all game systems from rules (Skill 8) and systems map (Skill 9)
- Write system specifications โ State, inputs, operations, outputs
- Map data requirements โ What state is tracked, how much, how fast
- Flag performance-critical systems โ What has hard timing requirements?
- Assess platform constraints โ How does target platform shape feasibility?
- Document aesthetic requirements โ What does the art/audio direction cost technically?
- Create component spec (tabletop) โ Physical manufacturing requirements
- Cross-check with scope (Skill 20) โ Does the technical scope match the feature scope?
- Review with engineering โ Does this accurately represent the design intent?
Responding to "we can't build that"
- Understand the constraint precisely โ what specifically is infeasible?
- Assess design impact โ how does this constraint affect the player experience?
- Propose design alternatives that preserve intent within constraints
- Evaluate trade-offs with the design team
- Update affected skills (loop, balance, systems) if the design changes
- Flag to Coherence Engine (Skill 0) for impact analysis
Outputs
This skill produces:
- Systems specifications โ per-system WHAT documentation for engineering
- Data structure requirements โ state tracking needs
- Performance-critical flags โ hard requirements per system
- Platform constraint analysis โ how platform shapes design
- Aesthetic implementation requirements โ technical cost of art/audio direction
- Component design spec โ physical manufacturing requirements (tabletop)
These outputs feed into:
- Skill 8 (Rules) โ Rules become implementation specs
- Skill 10 (Economy) โ Economy needs data infrastructure
- Skill 20 (Scope) โ Feasibility informs priority
- Skill 3 (Aesthetic) โ Aesthetic has technical cost
- Skill 18 (UI/UX) โ Interface has implementation requirements
- Skill 19 (GDD) โ Technical requirements are a GDD section