一键导入
reverse-document
Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
| name | reverse-document |
| description | Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs. |
| argument-hint | <type> <path> (e.g., 'design src/gameplay/combat' or 'architecture src/core') |
| user-invocable | true |
| allowed-tools | Read, Glob, Grep, Write, Edit, Bash |
| model | sonnet |
This skill analyzes existing implementation (code, prototypes, systems) and generates appropriate design or architecture documentation. Use this when:
Format: /reverse-document <type> <path>
Type options:
design → Generate a game design document (GDD section)architecture → Generate an Architecture Decision Record (ADR)concept → Generate a concept document from prototypePath: Directory or file to analyze
src/gameplay/combat/ → All combat-related codesrc/core/event-system.cpp → Specific fileprototypes/stealth-mech/ → Prototype directoryExamples:
/reverse-document design src/gameplay/magic-system
/reverse-document architecture src/core/entity-component
/reverse-document concept prototypes/vehicle-combat
Read and understand the code/prototype:
For design docs (GDD):
For architecture docs (ADR):
For concept docs (prototype analysis):
DO NOT just describe the code. ASK about intent:
Design questions:
Architecture questions:
Concept questions:
Before drafting, show what you discovered:
I've analyzed [path]/. Here's what I found:
MECHANICS IMPLEMENTED:
- [mechanic-a] with [property] (e.g. timing windows, cooldowns)
- [mechanic-b] (e.g. interaction between two states)
- [resource] system (depletes on [action], regens on [condition])
- [state] system (builds up, triggers [effect])
FORMULAS DISCOVERED:
- [Output] = [formula using discovered variables]
- [Secondary output] = [formula]
UNCLEAR INTENT AREAS:
1. [Resource] system — pacing or resource management?
2. [Mechanic] — core pillar or supporting feature?
3. [Value] scaling — intentional design or needs tuning?
Before I draft the design doc, could you clarify these points?
Wait for user to clarify intent before drafting.
Based on type, use appropriate template:
| Type | Template | Output Path |
|---|---|---|
design | templates/design-doc-from-implementation.md | design/gdd/[system-name].md |
architecture | templates/architecture-doc-from-code.md | docs/architecture/[decision-name].md |
concept | templates/concept-doc-from-prototype.md | prototypes/[name]/CONCEPT.md or design/concepts/[name].md |
Draft structure:
Collaborative protocol:
I've drafted the [system-name] design doc based on your code and clarifications.
[Show key sections: Overview, Mechanics, Formulas, Design Intent]
ADDITIONS I MADE:
- Documented [mechanic] as "[intent]" per your clarification
- Added edge cases not in code (e.g., what if [resource] hits 0 mid-[action]?)
- Flagged balance concern: [scaling type] scaling at [boundary condition]
SECTIONS MARKED AS INCOMPLETE:
- "[System] interaction with [other-system]" (not fully implemented yet)
- "[Variant or feature]" (only [subset] implemented so far)
May I write this to design/gdd/[system-name].md?
Wait for approval. User may request changes before writing.
When approved, write the file with special markers:
---
status: reverse-documented
source: [path/]
date: [today]
verified-by: [User name]
---
# [System Name] Design
> **Note**: This document was reverse-engineered from the existing implementation.
> It captures current behavior and clarified design intent. Some sections may be
> incomplete where implementation is partial or intent was unclear.
[Rest of document...]
After writing, suggest next steps:
✅ Written to design/gdd/combat-system.md
FOLLOW-UP RECOMMENDED:
1. Run /balance-check on combat formulas (exponential scaling concern)
2. Create ADR for stamina system architecture decision
3. Implement missing edge cases:
- Stamina depletion mid-combo behavior
- Stagger state during dodge
4. Extend design doc when weapon variety is implemented
Would you like me to tackle any of these now?
| If analyzing... | Use template... | Because... |
|---|---|---|
src/gameplay/* | design-doc-from-implementation.md | Gameplay mechanics → GDD |
src/core/*, src/ai/* | architecture-doc-from-code.md | Core systems → ADR |
prototypes/* | concept-doc-from-prototype.md | Experiments → concept doc |
src/networking/* | architecture-doc-from-code.md | Technical systems → ADR |
src/ui/* | design-doc-from-implementation.md | UI/UX → design spec |
User: /reverse-document design src/gameplay/[system]
Agent: I'll analyze your [system] implementation to create a design doc.
[Reads code, discovers mechanics, formulas]
Agent: I've analyzed src/gameplay/[system]/. Here's what I found:
[Shows mechanics, formulas, unclear areas]
Before drafting, could you clarify:
1. [Resource] system intent?
2. Is [mechanic] a core pillar?
3. [Value] scaling — intentional or needs tuning?
User: 1. [Resource] is for pacing, prevent [unwanted behavior]
2. [Mechanic] is core — I want [design intent]
3. Yeah, exponential is too much, should be linear
Agent: Perfect, that clarifies the vision. Let me draft the design doc.
[Shows draft with clarified intent]
May I write this to design/gdd/[system-name].md?
User: Yes, write it.
Agent: ✅ Written to design/gdd/[system-name].md
✅ Marked as [REVERSE-DOCUMENTED]
✅ Flagged [value] scaling for rebalancing
Next steps:
- Update [formula] to [corrected scaling]
- Run /balance-check to validate [curve]
- Document [mechanic] as core pillar in game-pillars.md
This skill follows the collaborative design principle:
Never assume intent. Always ask before documenting "why".