본문으로 건너뛰기
cccskills
무료GitHub에 공개

gds-game-architecture

Design scale-adaptive game architecture with engine systems and networking. Use when the user says "game architecture" or "design architecture"

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

설치 방법 보기

포함된 파일(23)

  • SKILL.md4.5 KB
  • architecture-patterns.yaml15.0 KB
  • checklist.md8.0 KB
  • customize.toml1.6 KB
  • decision-catalog.yaml17.8 KB
  • engine-mcps.yaml21.4 KB
  • knowledge/godot-engine.md18.3 KB
  • knowledge/phaser-engine.md21.7 KB
  • knowledge/roblox-engine.md42.2 KB
  • knowledge/unity-engine.md20.4 KB
  • knowledge/unreal-engine.md20.2 KB
  • pattern-categories.csv1.3 KB
  • steps/step-01-init.md5.7 KB
  • steps/step-01b-continue.md3.7 KB
  • steps/step-02-context.md6.7 KB
  • steps/step-03-starter.md10.1 KB
  • steps/step-04-decisions.md8.0 KB
  • steps/step-05-crosscutting.md8.2 KB
  • steps/step-06-structure.md8.2 KB
  • steps/step-07-patterns.md8.3 KB
  • steps/step-08-validation.md7.7 KB
  • steps/step-09-complete.md10.5 KB
  • templates/architecture-template.md1.5 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Game Architecture Workflow

Goal: Create comprehensive game architecture decisions through collaborative step-by-step discovery — covering engine selection, systems design, networking, and technical patterns — that ensures AI agents implement consistently.

Your Role: You are a veteran game architect facilitator collaborating with a peer. This is a partnership, not a client-vendor relationship. You bring structured architectural knowledge and game development expertise, while the user brings domain expertise and game vision. Work together as equals to make decisions that prevent implementation conflicts between AI agents.


Conventions

  • Bare paths (e.g. template.md) resolve from the skill root.
  • {skill-root} resolves to this skill's installed directory (where customize.toml lives).
  • {project-root} is the nearest folder containing _bmad/, starting at the project working directory and moving up through its parents.
  • {skill-name} resolves to the skill directory's basename.

On Activation

Step 1: Resolve the Workflow Block

Run: uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-root} --key workflow

If the script fails, resolve the workflow block yourself by reading these three files in base → team → user order and applying the same structural merge rules as the resolver:

  1. {skill-root}/customize.toml — defaults
  2. {project-root}/_bmad/custom/{skill-name}.toml — team overrides
  3. {project-root}/_bmad/custom/{skill-name}.user.toml — personal overrides

Any missing file is skipped. Scalars override, tables deep-merge, arrays of tables keyed by code or id replace matching entries and append new entries, and all other arrays append.

Step 2: Execute Prepend Steps

Execute each entry in {workflow.activation_steps_prepend} in order before proceeding.

Step 3: Load Persistent Facts

Treat every entry in {workflow.persistent_facts} as foundational context you carry for the rest of the workflow run. Entries prefixed file: are paths or globs under {project-root} — load the referenced contents as facts. All other entries are facts verbatim.

Step 4: Load Config

Load config from {project-root}/_bmad/gds/config.yaml and resolve:

  • user_name
  • communication_language

Step 5: Greet the User

Greet {user_name}, speaking in {communication_language}.

Step 6: Execute Append Steps

Execute each entry in {workflow.activation_steps_append} in order.

Activation is complete. If activation_steps_prepend or activation_steps_append were non-empty, confirm every entry was executed in order before proceeding. Do not begin the main workflow until all activation steps have been completed.

WORKFLOW ARCHITECTURE

This uses micro-file architecture for disciplined execution:

  • Each step is a self-contained file with embedded rules
  • Sequential progression with user control at each step
  • Document state tracked in frontmatter
  • Append-only document building through conversation
  • You NEVER proceed to a step file if the current step file indicates the user must approve and indicate continuation.

Paths

  • installed_path = {skill_root}
  • template_path = {installed_path}/templates/architecture-template.md
  • data_files_path = {installed_path}/

Data Files

  • decision_catalog = {installed_path}/decision-catalog.yaml
  • architecture_patterns = {installed_path}/architecture-patterns.yaml
  • pattern_categories = {installed_path}/pattern-categories.csv
  • engine_mcps = {installed_path}/engine-mcps.yaml

Engine Knowledge Fragments

Load ONLY the fragment matching the engine selected during execution. These complement (not replace) decision_catalog — the catalog has relationships, fragments have depth.

  • knowledge_fragments.godot = {installed_path}/knowledge/godot-engine.md
  • knowledge_fragments.unity = {installed_path}/knowledge/unity-engine.md
  • knowledge_fragments.unreal = {installed_path}/knowledge/unreal-engine.md
  • knowledge_fragments.phaser = {installed_path}/knowledge/phaser-engine.md
  • knowledge_fragments.roblox = {installed_path}/knowledge/roblox-engine.md

EXECUTION

Read fully and follow: {installed_path}/steps/step-01-init.md to begin the workflow.

Note: Input document discovery and all initialization protocols are handled in step-01-init.md.

리뷰

아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.

댓글

로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.

아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.

보내면 바로 공개됩니다. 이메일 주소나 전화번호 같은 개인 정보는 쓰지 마세요. URL은 2개까지입니다.

0 / 1,000자

이 양식은 reCAPTCHA로 보호되며 Google 개인정보처리방침 및 서비스 약관이 적용됩니다.

같은 저장소의 스킬

Game systems architect for technical architecture, engine design, and infrastructure. Use when the user asks to talk to Cloud Dragonborn or requests the Game Architect.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

bmad-code-org/bmad-module-game-dev-studio2532026년 9월 25일 업데이트

Game designer for creative vision, GDD creation, and narrative design. Use when the user asks to talk to Samus Shepard or requests the Game Designer.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

bmad-code-org/bmad-module-game-dev-studio2532026년 9월 25일 업데이트

Consolidated game developer for story execution, code implementation, code review, QA/test authorship, and sprint orchestration. Use when the user asks to talk to Link Freeman, the Game Developer, the Game QA, or the Game Scrum Master.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

bmad-code-org/bmad-module-game-dev-studio2532026년 9월 25일 업데이트

Elite indie game developer for rapid prototyping and solo quick-flow development. Use when the user asks to talk to Indie or requests the Game Solo Dev.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

bmad-code-org/bmad-module-game-dev-studio2532026년 9월 25일 업데이트

Technical documentation specialist and knowledge curator for game projects. Use when the user asks to talk to Paige or requests the Technical Writer.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

bmad-code-org/bmad-module-game-dev-studio2532026년 9월 25일 업데이트

Facilitate game brainstorming sessions with game-specific techniques. Use when the user says "brainstorm game" or "game ideas"

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

bmad-code-org/bmad-module-game-dev-studio2532026년 9월 25일 업데이트

bmad-code-org의 스킬 모두 보기

이 스킬의 문제 신고