game-architecturelisted
Install: claude install-skill ibrohim1234567881717/game-dev-ai-skills
# Game Architecture
## Purpose
Game codebases decay in a characteristic way: a deep inheritance tree that
cannot accommodate the next entity, a manager singleton that everything talks
to, gameplay rules tangled into engine callbacks so nothing can be tested, and
tuning values compiled into code so designers must ask a programmer to change a
number.
This skill covers the structural decisions that prevent that. It is
engine-agnostic; `unreal-*`, `unity-*`, `godot-*` and `roblox-*` skills supply
the idioms each engine expects.
## When to use
- Starting a project, or a substantial new system inside one.
- Adding a feature that touches several existing systems.
- When adding an entity type requires editing many unrelated files.
- When gameplay rules cannot be tested without launching the game.
- When designers cannot change values without a programmer and a rebuild.
## When NOT to use
- A game jam or a prototype answering a design question. Structure the code to
be thrown away; architecture applied to a prototype delays the answer.
- A single specific defect. Use `root-cause-debugging`.
- Frame-time problems. Use `performance-profiling-method` first; architecture
chosen for imagined performance reasons is usually wrong.
## Required context
| Fact | Why it matters |
|---|---|
| Genre and core loop | Determines which systems are central |
| Entity count and update frequency | Decides whether ECS-style data layout is warranted |
| Single-player or networked | Networking