map-systems

Decompose a game concept into systems, map dependencies, and build a prioritized systems index.

13|Updated Jul 30, 2026
One-click install
npx skills add https://github.com/frabcd/codex-ai-game-studio --skill map-systems-frabcd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: map-systems
Source: https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/map-systems
Command: npx skills add https://github.com/frabcd/codex-ai-game-studio --skill map-systems-frabcd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Turning a high-level game concept into an actionable design plan is hard: concepts rarely enumerate every system, hidden dependencies cause rework, and teams lack a clear order for writing design documents. This Skill decomposes a game concept into explicit and implicit systems, maps their dependencies, assigns milestone priorities, and produces a systems index that drives GDD authoring. ## Core Features & Use Cases - Systems Enumeration: Extracts explicit systems from the game concept and infers implicit ones (e.g., combat implies damage calculation, status effects, and combat UI), then validates the list collaboratively with the user. - Dependency Mapping & Prioritization: Builds a layered dependency graph (Foundation through Polish), detects circular dependencies and bottleneck systems, and assigns MVP/Vertical Slice/Alpha/Full Vision priority tiers. - Systems Index Generation: Writes a structured design/gdd/systems-index.md with enumeration tables, dependency maps, design order, and progress tracking, with optional technical-director, producer, and creative-director review gates. - Use Case: After brainstorming a tower-defense concept, run the full workflow to discover 20+ systems, learn that the economy system is a bottleneck, and get a design order telling you exactly which GDD to write first. ## Quick Start Ask the AI to run $ai-game-studio:map-systems to decompose the game concept in design/gdd/game-concept.md into a prioritized systems index.

Frequently Asked Questions about map-systems

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

FAQPage Schema
How do I break down a game concept into individual systems?

Run the map-systems workflow after creating a game concept document. It extracts explicit systems from your concept's mechanics and MVP sections, infers implicit systems like save/load and UI layers, then validates the full list with you before writing a systems index.

How do I decide which game systems to design first?

The skill sorts systems into dependency layers (Foundation, Core, Feature, Presentation, Polish) and assigns milestone priorities like MVP or Alpha. Combining both produces a design order, so Foundation-layer MVP systems are always designed first.

What happens if the game concept file is missing?

The workflow fails immediately with a clear message directing you to run the brainstorm skill first to create design/gdd/game-concept.md. The concept document is required context and cannot be skipped.

Can I resume systems mapping if an index already exists?

Yes. If design/gdd/systems-index.md already exists, the skill reads it, shows current status (designed vs. not started), and asks whether to update the index, design the next system, or revise priorities instead of recreating from scratch.

How are circular dependencies between game systems handled?

The dependency mapping phase checks for cycles and highlights them to you. It proposes resolutions such as interface abstraction, simultaneous design, or defining a contract between the two systems to break the cycle.

What are the review modes solo, lean, and full?

Review modes control whether director review gates run. Solo and lean modes skip the TD-SYSTEM-BOUNDARY, PR-SCOPE, and CD-SYSTEMS subagent gates, while full mode spawns technical-director, producer, and creative-director reviews at each checkpoint.