What problem does it solve? Game scenes in Summer Engine (Godot-based) often grow ad hoc, producing deep fragile node paths, duplicated inline clusters, and scripts that break whenever the hierarchy is reorganized. This Skill provides a structured method for designing scene hierarchies around the operations the game actually performs. ## Core Features & Use Cases - Access-pattern-driven structure: Group nodes operated on together under wrapper parents, keep type-queried nodes as flat siblings, and keep unique nodes inline. - Asset vs live hierarchy separation: Extract repeated clusters into reusable .tscn sub-scenes and instantiate them instead of duplicating inline setups. - Path-agnostic logic: Replace hardcoded deep node paths with groups, signals, and exported NodePath references so scripts survive reorganization. - Use Case: When building a level with enemies, props, and lighting, structure it with Enemies, Props, and Level wrapper nodes so operations like "remove all enemies" become a single node removal, and repeated crates become instances of one crate.tscn. ## Quick Start Ask the agent to restructure the current level scene so enemies, props, and level geometry each sit under their own wrapper node with reusable setups extracted into sub-scenes.