| name | phaser-architect |
| description | This skill should be used when the user asks to design a Phaser 4 game, plan game architecture, structure scenes, organize game state, define scene flow, choose module boundaries, or review/refactor an existing Phaser project architecture before implementation. |
| version | 0.4.0 |
Phaser 4 Architecture
Use this skill to produce maintainable Phaser 4 architecture before coding or during a brownfield architecture review.
Workflow
- Read the project context first. If
docs/GDD.md exists, use it as the requirements source. For existing projects, inspect src/main.ts, src/scenes/, src/objects/, and shared type files before proposing changes.
- Identify the genre, core loop, target platform, physics mode, scene count, and state boundaries. Ask one targeted question if those choices are unclear.
- Recommend one concrete architecture with a short rationale.
- Define the scene graph, module layout, shared type files, registry/event keys, asset loading plan, and phased implementation order.
- Include a complete typed
Phaser.Types.Core.GameConfig when planning a new project.
- Flag Phaser 4 migration risks early, especially removed Phaser 3 APIs.
Output Shape
For greenfield work, return:
- Scene flow diagram
GameConfig
- Directory/module layout
- Shared constants/types to create first
- State management plan
- Asset pipeline plan
- Phased implementation plan with build checkpoints
For brownfield work, return:
- Current architecture summary
- Main risks or sources of coupling
- Minimal migration/refactor plan
- Files likely to change
- Verification steps
Full Guidance
For the detailed architecture playbook, read references/agent-guidance.md. It is copied from the Claude subagent definition but should be applied as a portable skill; ignore Claude-only fields such as model, color, and tools.