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.
Author the architecture blueprint before code is written. An agent skill from Donchitos/Claude-Code-Game-Studios.
The automated check flagged lines worth reading first. See the safety section below.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill create-architecture -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios create-architecture --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "create-architecture" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/create-architecture into .claude/skills/create-architecture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "create-architecture", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/create-architectureType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill create-architecture -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios create-architecture --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/create-architecture .agents/skills/create-architecture && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "create-architecture" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/create-architecture into .agents/skills/create-architecture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "create-architecture", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill create-architecture -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios create-architecture --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/create-architecture .cursor/skills/create-architecture && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "create-architecture" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/create-architecture into .cursor/skills/create-architecture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "create-architecture", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/create-architecture--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill create-architecture -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios create-architecture --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/create-architecture .gemini/skills/create-architecture && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "create-architecture" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/create-architecture into .gemini/skills/create-architecture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "create-architecture", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios create-architectureInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill create-architecture -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/create-architecture .github/skills/create-architecture && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "create-architecture" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/create-architecture into .github/skills/create-architecture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "create-architecture", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill create-architecture -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios create-architecture --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/create-architecture .opencode/skills/create-architecture && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "create-architecture" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/create-architecture into .opencode/skills/create-architecture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "create-architecture", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
create-architectureAuthor 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. 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.
9 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteEditBashAskUserQuestionAgentBash(bash "*/.claude/skills/create-architecture/../../hooks/yaml-helper.sh" resolve_config *)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
The automated check found patterns that need a careful read before installing.
Never ask approval for a section the user has not yet seen.allowed-tools: Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion, Agent, Bash(bash "*/.claude/skills/create-archAutomated 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.
The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 3,007 words, ~6,634 tokens.
.claude/skills/create-architecture/SKILL.md (or your agent's skills folder).!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.
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:
full: Full guided walkthrough — all sections, start to finishlayers: Focus on the system layer diagram onlydata-flow: Focus on data flow between modules onlyapi-boundaries: Focus on API boundary definitions onlyadr-audit: Audit existing ADRs for engine compatibility gaps onlyBefore anything else, load the full project context in this order:
Read the four project-wide engine documents in full — they are small, and every part of each is used:
docs/engine-reference/[engine]/VERSION.md
→ Extract: engine name, version, LLM cutoff, post-cutoff risk levelsdocs/engine-reference/[engine]/breaking-changes.md
→ Extract: all HIGH and MEDIUM risk changesdocs/engine-reference/[engine]/deprecated-apis.md
→ Extract: APIs to avoiddocs/engine-reference/[engine]/current-best-practices.md
→ Extract: post-cutoff best practices that differ from training dataThen read only the module docs whose domain this game actually uses —
not the whole modules/ directory:
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-enginefirst. Architecture cannot be written without knowing which engine and version you are targeting."
Load the approved design documents and extract technical requirements from each:
design/gdd/game-concept.md — game pillars, genre, core loopdesign/gdd/systems-index.md — all systems, dependencies, priority tiersCheck 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-systemsfirst. An architecture written without it invents layers for systems nobody mapped, and every ADR, epic and story downstream inherits that invention." Atminimalthe 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.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:
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.
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.
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:
[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 whyGlob 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:
[A] Update chosen sections in place / [B] Rewrite the whole document — replaces the existing file / [C] StopOn [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.
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:
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.
For each module defined in Phase 1, define ownership:
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.
Define how data moves between modules during key game scenarios. Cover at minimum:
Use ASCII sequence diagrams where helpful. For each data flow:
Get user approval on each scenario, then record it in
production/session-state/active.md; it is written at Phase 7.
Define the public contracts between modules. For each boundary:
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.
Review all existing ADRs from Phase 0c against both the architecture built in Phases 1-4 AND the Technical Requirements Baseline from Phase 0b.
For each ADR:
| ADR | Engine Compat | Version | GDD Linkage | Conflicts | Valid |
|---|---|---|---|---|---|
| ADR-0001: [title] | ✅/❌ | ✅/❌ | ✅/❌ | None/[conflict] | ✅/⚠️ |
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 ID | Requirement | ADR Coverage | Status |
|---|---|---|---|
| TR-combat-001 | Hitbox detection per-frame | ADR-0003 | ✅ |
| TR-combat-002 | Combo state machine | — | ❌ GAP |
Count: X covered, Y gaps. For each gap, it becomes a Required New ADR.
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]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):
Should have before the relevant system is built:
Can defer to implementation:
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:
docs/architecture/architecture.md nowThe document structure:
# [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]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] modeShow the proposed Document Status block inline, then use AskUserQuestion:
docs/architecture/architecture.mdStep 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):
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.]
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.
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— scaffoldstests/unit/,tests/integration/, CI workflow, and an example test file- Run
/ux-design— createsdesign/ux/interaction-patterns.mdanddesign/accessibility-requirements.mdRun
/gate-check pre-productionwhen all boxes are checked.
If nothing is blocking, write instead:
No blockers — run
/gate-check pre-productionnow.
| ID | Summary | Priority | Resolution 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.)
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:
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.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.
/architecture-decision [title] for each required ADR listed in Phase 6 — Foundation layer ADRs first/architecture-review — bootstraps the Requirements Traceability Matrix and TR registry from the ADRs just written. Required before the Pre-Production gate./test-setup to scaffold tests/unit/, tests/integration/, CI workflow, and an example test (required for gate-check)/ux-design to initialize design/ux/interaction-patterns.md and design/accessibility-requirements.md (required for gate-check)/create-control-manifest once the required ADRs are written to produce the layer rules manifest/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
Just SKILL.md in .claude/skills/create-architecture of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Create Architecture this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~6.6k | Automated safety check: Warn | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 2 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
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.
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 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
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…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
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.
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.
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.
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.
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.
Categories
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.
Create Architecture fits situations like: game Development work in your project.
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.
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.
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.
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 *).
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.
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.
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.
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.
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.
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.