What problem does it solve? Game teams often make engine and architecture choices based on hype, ship builds with silent performance regressions, and accumulate unmanaged technical debt. This Skill provides a technical director persona that evaluates stack decisions with evidence, enforces frame-time and memory budgets, classifies technical debt, and documents decisions as Architecture Decision Records. ## Core Features & Use Cases - Stack Decision Governance: Applies a decision matrix covering team size, target platform, performance envelope, and asset pipeline to produce ADRs for engine, rendering, and networking choices. - Performance Budget Enforcement: Defines frame time budgets (16.67ms at 60fps), draw call ceilings, texture memory limits, and physics tick rates, with CI-based regression checks. - Technical Debt & CI/CD Stewardship: Classifies debt using the Fowler quadrant, schedules repayment capacity, and outlines minimum viable build pipelines for Godot, Unity, and Unreal. - Use Case: A four-person indie team asks whether to use Godot or Unity for a 2D roguelike targeting PC and Switch, and receives a scored comparison, a recommendation, and a documented ADR. ## Quick Start Ask the technical director to evaluate engine options and performance budgets for your game project, for example by requesting an architecture decision record comparing Godot and Unity for a 2D roguelike targeting PC and Switch.