| name | 05-game-technical-implementation-specification |
| description | Use when turning approved game requirements and architecture into implementable Unity, Godot, Unreal, Apple-native, multiplayer, content-pipeline, build, and telemetry work packages with code and asset contracts. |
| metadata | {"portable":true,"compatible_with":["claude-code","codex"]} |
Game Technical Implementation Specification
Use When
- Game architecture needs module, scene, data, asset, protocol, build and test seams.
Do Not Use When
- Architecture or authority is undecided.
- Do not copy legacy tutorial code without version verification.
Required Inputs
| Artefact | Source or provider | Required? | Behaviour when missing |
|---|
GREQ-*, GARCH-*, ADRs, toolchain locks and acceptance tests | Architecture, engineering and QA | Yes | Stop the work package and return missing contracts. |
| Asset/UI handoff, data/ads/privacy schemas, adapters, protocol and build interface | Design and specialist owners | Conditional | Exclude or mark integration blocked. |
Workflow
- Decompose modules, scenes/worlds, data, assets and adapters with owners.
- Define responsibilities, interfaces, events, lifetime and dependency rules.
- Specify save/content/protocol versions, migrations, identifiers and idempotency.
- Add engine-specific notes only for the pinned version.
- Make every
GIMPL-* consume GREQ-*, GARCH-*, relevant VCLAIM-*, approved game-design handoff, exact files/modules/assets or a bounded discovery task, and named exclusions.
- Specify unit, integration, network, asset/UI, ad/privacy, accessibility/localisation, performance, security and device evidence per work package, including retained failed paths.
- Define instrumentation purpose, errors, config, secrets, migrations, rollback/kill switches, owner role, estimate range/confidence and recalibration trigger.
- Stop on an untestable interface, unresolved child/culture/privacy/ad decision or absent build target; recover with a spike and exit criteria.
Outputs
| Artefact | Consumer | Acceptance condition |
|---|
| Game technical implementation specification | Client, backend, content, build and QA engineers | Packages have interfaces, versions, failures, tests and traces. |
Evidence Produced
| Evidence | Reviewer | Acceptance condition |
|---|
GIMPL-* trace | Technical lead | Packages map requirements and architecture to code/assets, tests and build evidence. |
Capability and permission boundaries
Read and search are allowed. Source edits, installs, services and releases require explicit authority.
Degraded mode
Return qualified interface stubs, mark validation not assessed, and do not claim buildability.
Decision Rules
| Choice or condition | Action | Failure or risk avoided |
|---|
| Pure logic uses engine objects | Invert dependency. | Fragile tests. |
| Import is manual | Define presets and validation. | Content drift. |
| Schema is incompatible | Add migration or recovery rejection. | Stranded state. |
Quality Standards
- No invented packages, hidden globals or placeholder methods; require failed-path evidence.
Anti-Patterns
- Rules in scene components. Fix: isolate domain logic.
- Singleton sprawl. Fix: scoped composition.
- Manual import folklore. Fix: presets and validators.
- Editor test as completion. Fix: packaged evidence.
- Unbounded frame work. Fix: frequency budgets.
- Visual handoff reduced to a screenshot. Fix: consume states, tokens, content, input/access rules and binary acceptance from the design engine.
References