Agent skill

Create Architecture

by Donchitos in Donchitos/Claude-Code-Game-Studios

Author the architecture blueprint before code is written. An agent skill from Donchitos/Claude-Code-Game-Studios.

MITAuto-check: warningsGame Development

Install Create Architecture

The automated check flagged lines worth reading first. See the safety section below.

skills CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill create-architecture -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Donchitos/Claude-Code-Game-Studios create-architecture --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/create-architecture .claude/skills/create-architecture && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
create-architecture
GitHub stars
26k
Token cost
~6.6k tokens
SKILL.md length
3,007 words
Files
1
Skills in repo
73
Repo updated
First seen
Licence
MIT

At a glance

Author the architecture blueprint before code is written. An agent skill from Donchitos/Claude-Code-Game-Studios.

  • Works in 9 steps: Load All Context → System Layer Mapping → Module Ownership Map → …
  • Game Development work in your project
  • SKILL.md covers Phase 0: Load All Context, Phase 1: System Layer Mapping, Phase 2: Module Ownership Map and Phase 3: Data Flow, plus 12 more sections
  • Calls bash

What it does

Create Architecture is an agent skill from Donchitos/Claude-Code-Game-Studios. Author the architecture blueprint before code is written. Validates decisions against the pinned engine, flags knowledge gaps.

Its SKILL.md is about 6.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/create-architecture”

Requirements

  • Pre-approved tools (allowed-tools): Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion, Agent, Bash(bash "*/.claude/skills/create-architecture/../../hooks/yaml-helper.sh" resolve_config *)

Workflow steps

9 steps, taken from the step headings in SKILL.md.

  1. Load All Context
  2. System Layer Mapping
  3. Module Ownership Map
  4. Data Flow
  5. API Boundaries
  6. ADR Audit + Traceability Check
  7. Missing ADR List
  8. Write the Master Architecture Document
  9. Handoff

What it can do on your machine

Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Glob
    • Grep
    • Write
    • Edit
    • Bash
    • AskUserQuestion
    • Agent
    • Bash(bash "*/.claude/skills/create-architecture/../../hooks/yaml-helper.sh" resolve_config *)

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • bash

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Create Architecture loads about 6.6k tokens when it runs. Until then it costs about 37 tokens; SKILL.md has 3,007 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~37
When it runs · the whole SKILL.md, loaded when a task matches
~6.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check: warnings

The automated check found patterns that need a careful read before installing.

  • WarningTells the agent its actions are pre-authorized / not to stop for confirmationSKILL.md:569
    Never ask approval for a section the user has not yet seen.
  • NotePre-approves every shell command (allowed-tools: Bash)SKILL.md
    allowed-tools: Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion, Agent, Bash(bash "*/.claude/skills/create-arch

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 3,007 words, ~6,634 tokens.

Download SKILL.mdSave it as .claude/skills/create-architecture/SKILL.md (or your agent's skills folder).
name
create-architecture
description
Author the architecture blueprint before code is written. Validates decisions against the pinned engine, flags knowledge gaps.
allowed-tools
Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion, Agent, Bash(bash "*/.claude/skills/create-architecture/../../hooks/yaml-helper.sh" resolve_config *)
argument-hint
[focus-area: full | layers | data-flow | api-boundaries | adr-audit] [--review full|lean|solo]
user-invocable
true
model
sonnet

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density

Resolved above — use as-is; --review overrides review_mode. No block → defaults in .claude/docs/config-resolution.md.

Create Architecture

This skill produces docs/architecture/architecture.md — the master architecture document that translates all approved GDDs into a concrete technical blueprint. It sits between design and implementation, and must exist before sprint planning begins.

Distinct from /architecture-decision: ADRs record individual point decisions. This skill creates the whole-system blueprint that gives ADRs their context.

See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.

Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).

docs.density — it controls per-section depth, where workflow controls which sections exist. modes.rigor sets both together; set docs.density explicitly to vary depth alone: terse (the default, via rigor: minimal) = layer diagrams + decision bullets, no essays; balanced = diagrams + paragraph explanations of layer choices (rigor: standard); thorough = full prose with rationale, trade-offs, and alternatives considered per layer. Apply it to every section you author.

workflow (see .claude/docs/workflow-modes.md):

  • full — full architecture: all layers, module ownership, data flow, API boundaries, full ADR audit.
  • standard — simplified: system layer map + critical ADR list only.
  • minimal — not required. Can still be run voluntarily.

Argument modes:

  • No argument / full: Full guided walkthrough — all sections, start to finish
  • layers: Focus on the system layer diagram only
  • data-flow: Focus on data flow between modules only
  • api-boundaries: Focus on API boundary definitions only
  • adr-audit: Audit existing ADRs for engine compatibility gaps only

Phase 0: Load All Context

Before anything else, load the full project context in this order:

0a. Engine Context (Critical)

Read the four project-wide engine documents in full — they are small, and every part of each is used:

  1. docs/engine-reference/[engine]/VERSION.md → Extract: engine name, version, LLM cutoff, post-cutoff risk levels
  2. docs/engine-reference/[engine]/breaking-changes.md → Extract: all HIGH and MEDIUM risk changes
  3. docs/engine-reference/[engine]/deprecated-apis.md → Extract: APIs to avoid
  4. docs/engine-reference/[engine]/current-best-practices.md → Extract: post-cutoff best practices that differ from training data

Then read only the module docs whose domain this game actually uses — not the whole modules/ directory:

  1. docs/engine-reference/[engine]/modules/ — glob it to establish what exists, then match against the domains present in design/gdd/systems-index.md (the same domain vocabulary the ADR template uses: Physics, Rendering, UI, Audio, Navigation, Animation, Networking, Core, Input). Read the matching modules; skip the rest. → Extract: current API patterns per domain

    A game with no multiplayer system does not need the networking module loaded to write its architecture, and loading it costs the same as one that does. If the domain match is ambiguous, read the module — a missed engine constraint is far more expensive here than a redundant read, because this phase is where those constraints get baked into the architecture.

If no engine is configured, stop and prompt:

"No engine is configured. Run /setup-engine first. Architecture cannot be written without knowing which engine and version you are targeting."

0b. Design Context + Technical Requirements Extraction

Load the approved design documents and extract technical requirements from each:

  1. design/gdd/game-concept.md — game pillars, genre, core loop
  2. design/gdd/systems-index.md — all systems, dependencies, priority tiers

Check both exist before reading either. Neither is optional here, and both need an absence branch — §0a stops for an unconfigured engine, and these two matter just as much:

  • systems-index.md absent — stop:

    "No systems index found. Run /map-systems first. An architecture written without it invents layers for systems nobody mapped, and every ADR, epic and story downstream inherits that invention." At minimal the index is not required (§ tier note above) — say so and proceed from the brief instead.

  • game-concept.md absent — at standard/full, stop and point at /brainstorm. At minimal, read design/game-brief.md in its place; if that is absent too, stop — there is no design record to architect against.
  • Either present but empty or still template placeholders — treat as absent. Present-but-empty is the case that most looks like present.

Do not proceed on a partial read and note it later. This phase is where design assumptions get baked into ADRs, and an assumption made here is re-derived by everything downstream rather than re-checked. 3. Project config — naming.* and performance.* from project.yaml (for any key absent or empty, fall back to .claude/docs/technical-preferences.md); allowed libraries and forbidden patterns from .claude/docs/technical-preferences.md (not migrated to project.yaml) 4. Every GDD in design/gdd/ — extract technical requirements from the sections that carry them, not from whole files. Establish the denominator first (glob design/gdd/*.md, count N), then:

Grep pattern="^## (Detailed Rules|Detailed Design|Formulas|Dependencies|Tuning Knobs|Acceptance Criteria)" glob="design/gdd/*.md" output_mode="content" -A 40

Overview and Player Fantasy are narrative and imply no architecture; the scanned set is where rules, numbers, and cross-system contracts live. Accept either ## Detailed Rules or ## Detailed Design — the design standard and the GDD template disagree on the name and they denote the same section.

Full-read a GDD when it matched zero sections (it predates the template — a zero-match means "unstructured", never "no requirements") or when a scanned section refers to material outside itself. Never treat an absent section as an absent requirement: report any GDD that contributed nothing, rather than letting it drop silently out of the baseline below.

For each, extract:

  • Data structures implied by the game rules
  • Performance constraints stated or implied
  • Engine capabilities the system requires
  • Cross-system communication patterns (what talks to what, how)
  • State that must persist (save/load implications)
  • Threading or timing requirements

Build a Technical Requirements Baseline — a flat list of all extracted requirements across all GDDs, numbered TR-[gdd-slug]-[NNN]. This is the complete set of what the architecture must cover. Present it as:

## Technical Requirements Baseline
Extracted from [N] GDDs | [X] total requirements

| Req ID | GDD | System | Requirement | Domain |
|--------|-----|--------|-------------|--------|
| TR-combat-001 | combat.md | Combat | Hitbox detection per-frame | Physics |
| TR-combat-002 | combat.md | Combat | Combo state machine | Core |
| TR-inventory-001 | inventory.md | Inventory | Item persistence | Save/Load |

This baseline feeds into every subsequent phase. No GDD requirement should be left without an architectural decision to support it by the end of this session.

0c. Existing Architecture Decisions

To learn what has already been decided and in which domain, scan the ADR headers — do not full-read every ADR to produce a list of numbers and domains:

Grep pattern="^## (Status|Summary)" glob="docs/architecture/adr-*.md" output_mode="content" -A 4
Grep pattern="\*\*Domain\*\*" glob="docs/architecture/adr-*.md" output_mode="content"

## Summary (a 2-sentence what-and-why) plus ## Status and the Engine Compatibility Domain field are exactly "what was decided and its domain". List the ADRs found, their status, and their domains from the scan. Full-read a specific ADR only when a new decision this session would collide with it and you need its reasoning — not to build the inventory.

0d. Generate Knowledge Gap Inventory

Before proceeding, display a structured summary:

## Engine Knowledge Gap Inventory
Engine: [name + version]
LLM Training Covers: up to approximately [version]
Post-Cutoff Versions: [list]

### HIGH RISK Domains (must verify against engine reference before deciding)
- [Domain]: [Key changes]

### MEDIUM RISK Domains (verify key APIs)
- [Domain]: [Key changes]

### LOW RISK Domains (in training data, likely reliable)
- [Domain]: [no significant post-cutoff changes]

### Systems from GDD that touch HIGH/MEDIUM risk domains:
- [GDD system name] → [domain] → [risk level]

Use AskUserQuestion:

  • Prompt: "One or more engine domains are HIGH RISK — the LLM's knowledge may be unreliable for these areas. Architectural recommendations in these domains should be cross-referenced with the engine docs before being acted on. How would you like to proceed?"
  • Options:
    • [A] Proceed — flag HIGH RISK domains throughout the output
    • [B] Let me check the engine reference first — pause here
    • [C] Show me which domains are HIGH RISK and why
0e. Existing Architecture Document

Glob docs/architecture/architecture.md. If it exists, this run updates it — it never replaces it unasked. Read its ## Document Status block and its ## headings, then use AskUserQuestion:

  • Prompt: "An architecture document already exists (v[N], [last updated]). What should this run do?"
  • Options: [A] Update chosen sections in place / [B] Rewrite the whole document — replaces the existing file / [C] Stop

On [A], ask which sections. Phases 1–6 author only those and say which they skipped; Phase 7 replaces just those sections and raises Version to N+1, leaving every other section as it is. [B] runs the full walkthrough, and Phase 7's ask says it replaces the existing file.

A focus-area argument (layers, data-flow, api-boundaries, adr-audit) is [A] with that one section chosen: it runs only its phase (1, 3, 4 or 5), and Phase 7 writes that section. Phase 7b still runs on the updated document — an update is reviewed like a first draft, at the review modes that review one. With no existing document there is nothing to update — say so, and offer the full walkthrough instead.


Phase 1: System Layer Mapping

Map every system from systems-index.md into an architecture layer. The standard game architecture layers are:

┌─────────────────────────────────────────────┐
│  PRESENTATION LAYER                         │  ← UI, HUD, menus, VFX, audio
├─────────────────────────────────────────────┤
│  FEATURE LAYER                              │  ← gameplay systems, AI, quests
├─────────────────────────────────────────────┤
│  CORE LAYER                                 │  ← physics, input, combat, movement
├─────────────────────────────────────────────┤
│  FOUNDATION LAYER                           │  ← engine integration, save/load,
│                                             │    scene management, event bus
├─────────────────────────────────────────────┤
│  PLATFORM LAYER                             │  ← OS, hardware, engine API surface
└─────────────────────────────────────────────┘

For each GDD system, ask:

  • Which layer does it belong to?
  • What are its module boundaries?
  • What does it own exclusively? (data, state, behaviour)

Present the proposed layer assignment and ask for approval before proceeding to the next section. Record the approved layer map in production/session-state/active.md; it goes into the document at Phase 7.

Engine awareness check: For each system assigned to the Core and Foundation layers, flag if it touches a HIGH or MEDIUM risk engine domain. Show the relevant engine reference excerpt inline.


Phase 2: Module Ownership Map

For each module defined in Phase 1, define ownership:

  • Owns: what data and state this module is solely responsible for
  • Exposes: what other modules may read or call
  • Consumes: what it reads from other modules
  • Engine APIs used: which specific engine classes/nodes/signals this module calls directly (with version and risk level noted)

Format as a table per layer, then as an ASCII dependency diagram.

Engine awareness check: For every engine API listed, verify against the relevant module reference doc. If an API is post-cutoff, flag it:

⚠️  [ClassName.method()] — Godot 4.6 (post-cutoff, HIGH risk)
    Verified against: docs/engine-reference/godot/modules/[domain].md
    Behaviour confirmed: [yes / NEEDS VERIFICATION]

Get user approval on the ownership map, then record it in production/session-state/active.md; it is written at Phase 7.


Phase 3: Data Flow

Define how data moves between modules during key game scenarios. Cover at minimum:

  1. Frame update path: Input → Core systems → State → Rendering
  2. Event/signal path: How systems communicate without tight coupling
  3. Save/load path: What state is serialised, which module owns serialisation
  4. Initialisation order: Which modules must boot before others

Use ASCII sequence diagrams where helpful. For each data flow:

  • Name the data being transferred
  • Identify the producer and consumer
  • State whether this is synchronous call, signal/event, or shared state
  • Flag any data flows that cross thread boundaries

Get user approval on each scenario, then record it in production/session-state/active.md; it is written at Phase 7.


Phase 4: API Boundaries

Define the public contracts between modules. For each boundary:

  • What is the interface a module exposes to the rest of the system?
  • What are the entry points (functions/signals/properties)?
  • What invariants must callers respect?
  • What must the module guarantee to callers?

Write in pseudocode or the project's actual language (from technical preferences). These become the contracts programmers implement against.

Engine awareness check: If any interface uses engine-specific types (e.g. Node, Resource, Signal in Godot), flag the version and verify the type exists and has not changed signature in the target engine version.

Get user approval on the API boundaries, then record them in production/session-state/active.md; they are written at Phase 7.


Phase 5: ADR Audit + Traceability Check

Review all existing ADRs from Phase 0c against both the architecture built in Phases 1-4 AND the Technical Requirements Baseline from Phase 0b.

ADR Quality Check

For each ADR:

  • Does it have an Engine Compatibility section?
  • Is the engine version recorded?
  • Are post-cutoff APIs flagged?
  • Does it have a "GDD Requirements Addressed" section?
  • Does it conflict with the layer/ownership decisions made in this session?
  • Is it still valid for the pinned engine version?
ADREngine CompatVersionGDD LinkageConflictsValid
ADR-0001: [title]✅/❌✅/❌✅/❌None/[conflict]✅/⚠️
Show full SKILL.md (1,202 more words)Show less
Traceability Coverage Check

Map every requirement from the Technical Requirements Baseline to existing ADRs. For each requirement, check if any ADR's "GDD Requirements Addressed" section or decision text covers it:

Req IDRequirementADR CoverageStatus
TR-combat-001Hitbox detection per-frameADR-0003✅
TR-combat-002Combo state machine—❌ GAP

Count: X covered, Y gaps. For each gap, it becomes a Required New ADR.

Required New ADRs

List all decisions made during this architecture session (Phases 1-4) that do not yet have a corresponding ADR, PLUS all uncovered Technical Requirements. Group by layer — Foundation first:

Foundation Layer (must create before any coding):

  • /architecture-decision [title] → covers: TR-[id], TR-[id]

Core Layer:

  • /architecture-decision [title] → covers: TR-[id]

Phase 6: Missing ADR List

Based on the full architecture, produce a complete list of ADRs that should exist but don't yet. Group by priority:

Must have before coding starts (Foundation & Core decisions):

  • [e.g. "Scene management and scene loading strategy"]
  • [e.g. "Event bus vs direct signal architecture"]

Should have before the relevant system is built:

  • [e.g. "Inventory serialisation format"]

Can defer to implementation:

  • [e.g. "Specific shader technique for water"]

Phase 7: Write the Master Architecture Document

Once all sections are approved, write the complete document to docs/architecture/architecture.md.

In an update (Phase 0e [A], or a focus-area argument), write only the chosen sections instead, replacing each in place with Edit, and raise Version; the ask below then names those sections and the version change.

Display a one-paragraph summary of what the document will contain (layers, modules, data flows, ADR gaps). Then use AskUserQuestion:

  • "All sections approved. May I write the master architecture document?"
    • [A] Yes — write to docs/architecture/architecture.md now
    • [B] Show me the full draft inline first, then ask again
    • [C] Not yet — I have more changes to discuss

The document structure:

markdown
# [Game Name] — Master Architecture

## Document Status
- Version: [N]
- Last Updated: [date]
- Engine: [name + version]
- GDDs Covered: [list]
- ADRs Referenced: [list]

## Engine Knowledge Gap Summary
[Condensed from Phase 0d inventory — HIGH/MEDIUM risk domains and their implications]

## System Layer Map
[From Phase 1]

## Module Ownership
[From Phase 2]

## Data Flow
[From Phase 3]

## API Boundaries
[From Phase 4]

## ADR Audit
[From Phase 5]

## Required ADRs
[From Phase 6]

## Architecture Principles
[3-5 key principles that govern all technical decisions for this project,
derived from the game concept, GDDs, and technical preferences]

## Open Questions
[Decisions deferred — must be resolved before the relevant layer is built]

Phase 7b: Technical Director Sign-Off + Lead Programmer Feasibility Review

After writing the master architecture document, perform an explicit sign-off before handoff.

Review mode check — apply before spawning either gate:

  • solo → skip both. Note: "TD-ARCHITECTURE and LP-FEASIBILITY skipped — Solo mode." Go to Step 4 and record both as skipped, then Phase 8.
  • lean → skip both (neither is a PHASE-GATE). Note: "TD-ARCHITECTURE and LP-FEASIBILITY skipped — Lean mode." Go to Step 4 and record both as skipped, then Phase 8.
  • full → spawn both, in parallel.

Step 1 — Spawn technical-director via Agent using gate TD-ARCHITECTURE (.claude/docs/director-gates/td-architecture.md):

Pass: the architecture document path (docs/architecture/architecture.md), the Technical Requirements Baseline (TR-IDs and count), the ADR list with statuses, and the Engine Knowledge Gap Inventory from Phase 0d. Issue this call and Step 2's before waiting for either result.

Step 2 — Spawn lead-programmer via Agent using gate LP-FEASIBILITY (.claude/docs/director-gates/lp-feasibility.md):

Pass: architecture document path, technical requirements baseline summary, ADR list.

Step 3 — Present both assessments to the user:

Show the TD-ARCHITECTURE verdict (APPROVE / CONCERNS / REJECT) and the LP-FEASIBILITY verdict (FEASIBLE / CONCERNS / INFEASIBLE) side by side.

Use AskUserQuestion — "Technical Director and Lead Programmer have reviewed the architecture. How would you like to proceed?" Options: Accept — proceed to handoff / Revise flagged items first / Discuss specific concerns. If either verdict is REJECT or INFEASIBLE, do not offer Accept — the blockers are revised (or discussed) first. Revise flagged items first re-drafts each flagged section and shows it for approval as in Phases 1–4; the revised document is then written once, through Phase 7's ask, and Step 4 records REVISED after [verdict]. A NOT ASSESSED answer is never recorded as APPROVE or FEASIBLE: Step 4 records it with the input that was missing (director-gates.md).

Step 4 — Record sign-off in the architecture document:

Update the Document Status section:

- TD-ARCHITECTURE: [date] — APPROVE / CONCERNS (accepted) / REVISED after CONCERNS / REVISED after REJECT / NOT ASSESSED — [missing input] / skipped — [mode] mode
- LP-FEASIBILITY: [date] — FEASIBLE / CONCERNS (accepted) / REVISED after CONCERNS / REVISED after INFEASIBLE / NOT ASSESSED — [missing input] / skipped — [mode] mode

Show the proposed Document Status block inline, then use AskUserQuestion:

  • "May I update the Document Status section with the sign-off results?"
    • [A] Yes — apply to docs/architecture/architecture.md
    • [B] Not yet — I want to revisit the concerns first

Phase 8: Handoff

Step 1 — Update session state: Write a summary to production/session-state/active.md covering: artifact written, TD/LP sign-off verdicts, any blockers, required ADRs remaining, and next step.

Step 2 — Output the handoff using exactly this template (no freeform prose, no rephrasing of section titles):


Architecture Complete

docs/architecture/architecture.md v[N] — [TD-ARCHITECTURE: APPROVE / CONCERNS (accepted) / REVISED after CONCERNS / REVISED after REJECT / NOT ASSESSED / skipped — [mode] mode]. [One sentence on what the architecture covers.]


Run These ADRs Next

1. /architecture-decision "[Title]" → ADR-[XXXX] [One sentence: what it defines and what it unblocks.]

2. /architecture-decision "[Title]" → ADR-[XXXX] [One sentence.]

3. /architecture-decision "[Title]" → ADR-[XXXX] [One sentence.]

Then: /architecture-review, and /create-control-manifest once it passes and those ADRs are Accepted — it turns them into the layer rules manifest.

List top 3 from Phase 6 in priority order. If fewer than 3 remain, list only what's outstanding.


Gate-Check Readiness

Required before /gate-check pre-production:

  • Accept ADRs: [list Proposed ADR IDs that must be Accepted]
  • Write ADRs: [list ADR IDs that must still be written]
  • Run /architecture-review — writes the review report and the traceability index (docs/architecture/requirements-traceability.md) the gate reads
  • Run /test-setup — scaffolds tests/unit/, tests/integration/, CI workflow, and an example test file
  • Run /ux-design — creates design/ux/interaction-patterns.md and design/accessibility-requirements.md

Run /gate-check pre-production when all boxes are checked.

If nothing is blocking, write instead:

No blockers — run /gate-check pre-production now.


Open Questions to Watch

IDSummaryPriorityResolution Path
QQ-XX[short description]High / Medium / Low[ADR or system that resolves it]

Omit this section entirely if there are no open QQs.


(End of handoff. Do not add trailing commentary after the closing rule.)


Collaborative Protocol

Applies in collaborative mode (the default). For guided and autonomous modes, see .claude/docs/automation-modes.md — the rules below describe what collaborative mode requires, not universal behavior.

This skill follows the collaborative design principle at every phase:

  1. Load context silently — do not narrate file reads
  2. Present findings — show the knowledge gap inventory and layer proposals
  3. Ask before deciding — present options for each architectural choice
  4. Draft before approval — show the content inline before asking to write it. Never ask approval for a section the user has not yet seen.
  5. Use AskUserQuestion for write approvals — plain text "May I?" is not sufficient. Use the structured tool with labeled options [A]/[B]/[C] (write now / show full draft first / not yet). For multi-file changesets, list every file and what changes, then ask once grouped — not separate plain-text asks per file.
  6. One write, after every section is approved — the document is written once, at Phase 7; Phase 7b's Step 4 only updates its Document Status, after its own ask. Record each approved section's decisions in production/session-state/active.md as you go, so a crash loses no decision. A revision that Phase 7b forces is written the same way — once, after its re-drafted sections are approved — and an update (Phase 0e) writes only the sections it chose.

Never make a binding architectural decision without user input. If the user is unsure, present 2-4 options with pros/cons before asking them to decide.


  • Run /architecture-decision [title] for each required ADR listed in Phase 6 — Foundation layer ADRs first
  • Run /architecture-review — bootstraps the Requirements Traceability Matrix and TR registry from the ADRs just written. Required before the Pre-Production gate.
  • Run /test-setup to scaffold tests/unit/, tests/integration/, CI workflow, and an example test (required for gate-check)
  • Run /ux-design to initialize design/ux/interaction-patterns.md and design/accessibility-requirements.md (required for gate-check)
  • Run /create-control-manifest once the required ADRs are written to produce the layer rules manifest
  • Run /gate-check pre-production when all required ADRs, /test-setup, and /ux-design are complete

© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/create-architecture of Donchitos/Claude-Code-Game-Studios.

Open the folder on GitHubat commit b21fa0f

Compare with similar skills

Create Architecture next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Create Architecture compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Create Architecture this skillDonchitos/Claude-Code-Game-Studios26k—~6.6kAutomated safety check: WarnMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k2 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

Similar skills

  • Image to Three.js Model

    img2threejs/img2threejs

    Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.

    18k GitHub starsUsed in 1 repo~8.2k tokens
    Game DevelopmentAuto-check passed
  • Web Clone

    Jane-xiaoer/claude-skill-web-clone

    网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…

    1k GitHub starsUsed in 2 repos~2.7k tokens
    Game DevelopmentAuto-check passed
  • Threejs Game Director

    majidmanzarpour/threejs-game-skills

    Entrypoint for building, upgrading, and finishing Three.js browser games.

    2.4k GitHub stars~2.2k tokensUpdated 10 days ago
    Game DevelopmentAuto-check passed
  • Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.

    7.1k GitHub stars~2.8k tokensUpdated 6 days ago
    Game DevelopmentAuto-check passed
  • Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…

    1.2k GitHub starsUsed in 1 repo~1.4k tokens
    Game DevelopmentAuto-check passed
  • Uloop Execute Dynamic Code

    CyberAgentGameEntertainment/NovaShader

    Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.

    1.6k GitHub starsUsed in 1 repo~1.9k tokens
    Game DevelopmentAuto-check passed

More from Donchitos/Claude-Code-Game-Studios

All 73 skills in this repo
  • Game Asset Audit

    Donchitos/Claude-Code-Game-Studios

    Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.

    26k GitHub stars~2k tokensUpdated 8 days ago
    Auto-check passed
  • Game Asset Spec Writer

    Donchitos/Claude-Code-Game-Studios

    Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.

    26k GitHub stars~5k tokensUpdated 8 days ago
    Auto-check passed
  • Game Balance Check

    Donchitos/Claude-Code-Game-Studios

    Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.

    26k GitHub stars~2.2k tokensUpdated 8 days ago
    Auto-check passed
  • Structured Bug Reports

    Donchitos/Claude-Code-Game-Studios

    Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.

    26k GitHub stars~2.5k tokensUpdated 8 days ago
    Auto-check: notes
  • Bug Triage

    Donchitos/Claude-Code-Game-Studios

    Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.

    26k GitHub stars~2.3k tokensUpdated 8 days ago
    Auto-check passed
  • Changelog Generator for Games

    Donchitos/Claude-Code-Game-Studios

    Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.

    26k GitHub stars~2.5k tokensUpdated 8 days ago
    Auto-check: notes

Questions about Create Architecture

What does Create Architecture do?

Author the architecture blueprint before code is written. An agent skill from Donchitos/Claude-Code-Game-Studios. Create Architecture is an agent skill from Donchitos/Claude-Code-Game-Studios. Author the architecture blueprint before code is written.

When should I use Create Architecture?

Create Architecture fits situations like: game Development work in your project.

How do I install Create Architecture in Claude Code?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill create-architecture -a claude-code`. Or copy the skill folder (.claude/skills/create-architecture in Donchitos/Claude-Code-Game-Studios) into .claude/skills/create-architecture in your project. Claude Code loads it when a task matches its description.

How do I install Create Architecture in Codex?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill create-architecture -a codex`. Or copy the skill folder (.claude/skills/create-architecture in Donchitos/Claude-Code-Game-Studios) into .agents/skills/create-architecture in your project. Codex loads it when a task matches its description.

Can I use Create Architecture in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill create-architecture -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/create-architecture, .gemini/skills/create-architecture, .github/skills/create-architecture and .opencode/skills/create-architecture in your project.

What does Create Architecture need to run?

Going by SKILL.md and its folder, Create Architecture needs the command-line tools its instructions call (bash). Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion, Agent, Bash(bash "*/.claude/skills/create-architecture/../../hooks/yaml-helper.sh" resolve_config *).

Does Create Architecture access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Create Architecture safe to install?

Our automated static check of SKILL.md flagged 1 warning(s): tells the agent its actions are pre-authorized / not to stop for confirmation. Read the flagged lines before installing; the check is not a guarantee either way.

What licence does Create Architecture use?

Create Architecture is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Create Architecture use?

About 6.6k tokens (SKILL.md is roughly 27k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Create Architecture?

Skills that share tags, products or a category with Create Architecture: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Create Architecture?

Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,871 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.

Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.