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Guide · Agent skill

How to use the Create Architecture Blueprint agent skill

Updated · written with AI from the project's own documentation and checked against our catalogue data

The Create Architecture Blueprint skill (skill name: create-architecture) is an agent skill for Claude Code that helps you write a master architecture document before any game code exists. It turns approved game design documents into a technical blueprint covering system layers, module ownership, data flow, API boundaries and architecture decision record (ADR) gaps. This guide explains what the skill does, how to install it, how to trigger it and what it needs to run.

Create Architecture BlueprintDonchitos/Claude-Code-Game-Studios · MIT

Quick start

  1. 1Download the ZIP. Download the create-architecture ZIP from this page.
  2. 2Unzip into a skills folder. Place the create-architecture folder in ~/.claude/skills/ or in your project's .claude/skills/ folder.
  3. 3Confirm project requirements. Check that your project has the Claude Code Game Studios structure, approved GDD documents and a pinned engine version.
  4. 4Start the skill. Ask for the full architecture blueprint, or name a focus area such as layers or adr-audit.
  5. 5Approve each section. Review each drafted section and approve it before the agent writes the document.
  6. 6Follow the handoff. Use the recommended next steps, such as /architecture-decision for each required ADR.

What is an agent skill and what does this one do?

An agent skill is a folder of instructions that an AI agent loads when you ask for a matching task. This one lives at .claude/skills/create-architecture in the Claude Code Game Studios project structure.

When invoked, the agent walks through a multi-phase process to produce docs/architecture/architecture.md. It checks decisions against a pinned game engine version, flags knowledge gaps, and asks you to approve each section before anything is written. The skill's behaviour is split across reference files that the agent reads phase by phase.

  • Maps systems into layers such as presentation, feature, core and foundation.
  • Defines module ownership: what each module owns, exposes, consumes and which engine APIs it calls.
  • Describes data flow and API boundaries between modules.
  • Audits existing ADRs for engine compatibility and lists missing ADRs.

Install the create-architecture skill

Download the ZIP from this page and unzip it. Put the create-architecture folder in one of two places: ~/.claude/skills/ to make it available to all your projects, or a project's .claude/skills/ folder to share it with one project.

Alternatively, in the Claude apps, go to Settings → Capabilities → Skills and upload the ZIP.

  • Personal install: ~/.claude/skills/create-architecture
  • Project install: .claude/skills/create-architecture inside your project

Check your project requirements before you start

The skill depends on a specific project setup. It expects Claude Code with the Claude Code Game Studios project structure, which includes .claude/skills, .claude/hooks and .claude/docs. It also uses hooks/yaml-helper.sh and a config resolution step that reads project configuration, so bash must be available.

It also needs existing approved GDD (game design) documents and a pinned engine version in the project. The source does not describe what happens when these are missing, so do not assume the skill will work without them.

  • Claude Code with the Claude Code Game Studios project structure
  • hooks/yaml-helper.sh and bash for the resolve_config and registry.sh commands
  • Approved GDD documents in the project
  • A pinned engine version

How do you trigger the skill with a natural request?

You can invoke the skill by name or describe what you want. The skill accepts an optional focus argument. With no argument, or with full, it runs a full guided walkthrough from start to finish.

Use layers for only the system layer diagram, data-flow for data flow between modules, api-boundaries for API boundary definitions, and adr-audit to audit existing ADRs for engine compatibility gaps. You can add --review full, lean or solo to set the review level.

  • Full walkthrough: ask for the full architecture blueprint for the project
  • Layers only: ask for the system layer diagram
  • ADR check: ask the agent to audit existing ADRs for engine gaps
/create-architecture [focus-area: full | layers | data-flow | api-boundaries | adr-audit] [--review full|lean|solo]

Use it for the right job (and avoid the wrong one)

Use this skill for the whole-system blueprint that gives your ADRs context. To record a single design decision, the skill itself says to use /architecture-decision instead.

It suits teams using the Claude Code Game Studios template who want a structured architecture document before sprint planning. It is more overhead than value for quick sketches.

  • Good fit: a structured architecture document before sprint planning
  • Good fit: mapping layers, module ownership and engine compatibility before implementation
  • Good fit: finding ADR gaps systematically rather than mid-production
  • Poor fit: recording one decision, use /architecture-decision
  • Poor fit: quick sketches

Safety notes: scripts and network

The skill runs scripts. Its allowed tools include bash calls to resolve_config through hooks/yaml-helper.sh and to registry.sh, so review those scripts before you run the skill in a project you do not trust.

The skill does not use the network, according to its metadata.

  • Runs scripts: yes (yaml-helper.sh resolve_config, .claude/scripts/registry.sh)
  • Uses network: no
  • Writes only after you approve each section

Tips for a smoother run

Set your review level and automation mode before starting, because they control how often the agent asks you questions. The default depth is terse, which gives layer diagrams and decision bullets rather than essays. Set docs.density to thorough if you want full rationale and alternatives per layer.

Have your GDDs and pinned engine version ready, and expect to approve each section as it is drafted.

  • Pick a depth: terse (default), balanced or thorough
  • Expect approval prompts for each section and for writes
  • Run the recommended follow-up skills listed at the end of the process

What people use it for

  • Drafting docs/architecture/architecture.md before sprint planning starts.
  • Mapping which systems belong to the foundation, core, feature and presentation layers.
  • Checking existing ADRs for compatibility with the pinned engine version.
  • Listing missing ADRs so the team can write them foundation-first.

Frequently asked questions

How do I install the create-architecture skill?

Download the ZIP from this page and unzip it into ~/.claude/skills/ for all projects, or into a project's .claude/skills/ folder. You can also upload the ZIP in the Claude apps under Settings → Capabilities → Skills.

What do I need to run create-architecture?

You need Claude Code with the Claude Code Game Studios project structure, hooks/yaml-helper.sh, bash, approved GDD documents and a pinned engine version. The source does not say what happens if the design documents or engine version are missing.

Does create-architecture write code?

The skill produces a master architecture document at docs/architecture/architecture.md. It asks you to approve each section, and the document is written once after the sections are approved.

Is the create-architecture skill free?

The skill is published under the MIT licence. The source does not describe pricing for Claude or Claude Code, so check those separately.

Does the skill use the internet?

No. The skill's metadata says it does not use the network, but it does run bash scripts, so review them before use.

When should I use /architecture-decision instead?

Use /architecture-decision to record a single point decision. The create-architecture skill itself recommends that tool for individual ADRs.

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Our verdict

This skill suits teams on the Claude Code Game Studios template who want a structured, approval-driven architecture document before sprint planning. Skip it for single decisions, quick sketches, or projects without approved design documents and a pinned engine version.

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