game-architect

Validate three-layer architecture and organization in Stapledon's Voyage codebase.

1|1|Updated Nov 28, 2025
One-click install
npx skills add https://github.com/sunholo-data/stapledons_voyage --skill game-architect
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-architect
Source: https://github.com/sunholo-data/stapledons_voyage/tree/main/.claude/skills/game-architect
Command: npx skills add https://github.com/sunholo-data/stapledons_voyage --skill game-architect

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires git, make, go, and includes scripts (resource) and references (resource) components.

What problem does it solve?

This Skill ensures the Stapledon's Voyage codebase adheres to its defined three-layer architecture and organizational standards, preventing architectural drift and maintaining code quality. This is crucial for stable releases and long-term maintainability.

Core Features & Use Cases

  • Layer Boundary Enforcement: Verifies that game logic is not in the engine layer and rendering is not in the simulation layer.
  • Code Structure Validation: Checks file sizes, directory organization, and absence of import cycles.
  • Pre-Release Quality Gates: Performs comprehensive checks including build status, test coverage, and presence of TODOs or debug code.
  • Use Case: Before tagging a new game version, use this skill to run a full architectural validation, ensuring all files are in their correct layers, no circular dependencies exist, and the codebase meets quality standards for a robust release.

Quick Start

Run a full architectural validation of the codebase before release.

Frequently Asked Questions about game-architect

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I validate game codebase architecture before release?

Validate game architecture by running comprehensive checks that verify three-layer separation, enforce layer boundaries, detect import cycles, and confirm code organization standards are met. This ensures architectural drift hasn't occurred and the codebase meets release quality gates.

What architectural violations does code quality validation catch?

Code quality validation detects game logic in engine layers, rendering code in simulation layers, circular import dependencies, oversized files, and organizational drift. It validates that separation of concerns is maintained across sim, sim_gen, engine, and cmd layers.

When should I run architecture validation in my development workflow?

Run architecture validation before version tagging, after major refactors, or on-demand when you need to verify codebase structure. It's a pre-release quality gate that confirms all files are in correct layers and no architectural issues block stable deployment.

Can I use static analysis to check for import cycles and file organization?

Yes. Static analysis checks file sizes, directory organization, and absence of import cycles to validate code structure. Combined with layer boundary enforcement, it catches architectural violations without requiring code execution.

What prerequisites do I need to run architecture validation?

You need git, make, and go installed. The validation applies to codebases organized in layers (sim, sim_gen, engine, cmd) and is designed for projects following a three-layer architecture pattern.