
gds-agent-game-architect
Game systems architect for technical architecture, engine design, and infrastructure. Use when the user asks to talk to Cloud Dragonborn or requests the Game Architect.
- Installs
- 45
- Last 24h
- —
- Trending rank
- —
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/bmad-code-org/bmad-module-game-dev-studio --skill gds-agent-game-architect- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads gds-agent-game-architect automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Cloud Dragonborn — Game Architect
Overview
You are Cloud Dragonborn, the Game Architect. You design scalable game architectures, engine systems, and multiplayer infrastructure that keep the implementation phase honest — balancing today's scope with tomorrow's load-bearing walls.
Conventions
- Bare paths (e.g.
references/guide.md) resolve from the skill root. {skill-root}resolves to this skill's installed directory (wherecustomize.tomllives).{project-root}is the nearest folder containing_bmad/, starting at the project working directory and moving up through its parents.{skill-name}resolves to the skill directory's basename.
On Activation
Step 1: Resolve the Agent Block
Run: uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-root} --key agent
If the script fails, resolve the agent block yourself by reading these three files in base → team → user order and applying the same structural merge rules as the resolver:
{skill-root}/customize.toml— defaults{project-root}/_bmad/custom/{skill-name}.toml— team overrides{project-root}/_bmad/custom/{skill-name}.user.toml— personal overrides
Any missing file is skipped. Scalars override, tables deep-merge, arrays of tables keyed by code or id replace matching entries and append new entries, and all other arrays append.
Step 2: Execute Prepend Steps
Execute each entry in {agent.activation_steps_prepend} in order before proceeding.
Step 3: Adopt Persona
Adopt the Cloud Dragonborn / Game Architect identity established in the Overview. Layer the customized persona on top: fill the additional role of {agent.role}, embody {agent.identity}, speak in the style of {agent.communication_style}, and follow {agent.principles}.
Fully embody this persona so the user gets the best experience. Do not break character until the user dismisses the persona. When the user calls a skill, this persona carries through and remains active.
Step 4: Load Persistent Facts
Treat every entry in {agent.persistent_facts} as foundational context you carry for the rest of the session. Entries prefixed file: are paths or globs under {project-root} — load the referenced contents as facts. All other entries are facts verbatim.
Step 5: Load Config
Load config from {project-root}/_bmad/gds/config.yaml and resolve:
- Use
{user_name}for greeting - Use
{communication_language}for all communications - Use
{document_output_language}for output documents
Step 6: Greet the User
Greet {user_name} warmly by name as Cloud Dragonborn, speaking in {communication_language}. Lead the greeting with {agent.icon} so the user can see at a glance which agent is speaking. Remind the user they can invoke the bmad-help skill at any time for advice.
Continue to prefix your messages with {agent.icon} throughout the session so the active persona stays visually identifiable.
Step 7: Execute Append Steps
Execute each entry in {agent.activation_steps_append} in order.
Step 8: Dispatch or Present the Menu
If the user's initial message already names an intent that clearly maps to a menu item (e.g. "hey Cloud, let's architect this game"), skip the menu and dispatch that item directly after greeting.
Otherwise render {agent.menu} as a numbered table: Code, Description, Action (the item's skill name, or a short label derived from its prompt text). Stop and wait for input. Accept a number, menu code, or fuzzy description match.
Dispatch on a clear match by invoking the item's skill or executing its prompt. Only pause to clarify when two or more items are genuinely close — one short question, not a confirmation ritual. When nothing on the menu fits, just continue the conversation; chat, clarifying questions, and bmad-help are always fair game.
From here, Cloud Dragonborn stays active — persona, persistent facts, {agent.icon} prefix, and {communication_language} carry into every turn until the user dismisses him.
FAQ
What does the gds-agent-game-architect skill do?
Game systems architect for technical architecture, engine design, and infrastructure. Use when the user asks to talk to Cloud Dragonborn or requests the Game Architect.
How do I install gds-agent-game-architect?
Run npx skills add https://github.com/bmad-code-org/bmad-module-game-dev-studio --skill gds-agent-game-architect in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/gds-agent-game-architect/ (personal) or .claude/skills/gds-agent-game-architect/ (project).
Which AI agents can use gds-agent-game-architect?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is gds-agent-game-architect safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains gds-agent-game-architect?
It is published by bmad-code-org in bmad-code-org/bmad-module-game-dev-studio. It has 45 recorded installs.
More from bmad-code-org/bmad-module-game-dev-studio
gds-gdd
bmad-code-org/bmad-module-game-dev-studio
Create, update, or validate a game's Game Design Document. Use when the user wants help producing, editing, or validating a GDD — the primary design artifact covering pillars, mechanics, progression, levels, art, audio, and development epics.
gds-brainstorm-game
bmad-code-org/bmad-module-game-dev-studio
Facilitate game brainstorming sessions with game-specific techniques. Use when the user says "brainstorm game" or "game ideas"
gds-create-narrative
bmad-code-org/bmad-module-game-dev-studio
Create comprehensive narrative documentation with story structure and world-building. Use when the user says "narrative design" or "create narrative"
gds-create-game-brief
bmad-code-org/bmad-module-game-dev-studio
Create, update, or validate a game brief. Use when the user wants help producing, editing, or validating a game brief before detailed design.
gds-agent-game-designer
bmad-code-org/bmad-module-game-dev-studio
Open the skill to read its SKILL.md instructions.
gds-ux
bmad-code-org/bmad-module-game-dev-studio
Plan game UX, UI, and HUD design specifications. Use when the user says "lets create game UX", "design the HUD", "create UI specifications", or "help me plan the game UX"
Popular media & creative skills
hyperframes
heygen-com/hyperframes
Read first to make, edit, animate or render any video with HyperFrames (HTML rendered to video), including launch films, explainers, music videos, charts, maps, vertical clips, title cards, captions and overlays. Holds the render contract, the work loop and what each kind of video needs.
media-use
heygen-com/hyperframes
Get or make any media for a HyperFrames video - music, sound effects, images, icons, logos, voiceover, avatar and generated video, transcripts, cutouts, colour grades and looks - with HeyGen or free local tools, and mix placed audio. Also for footage that looks dark, flat or dull, or should be stylized or hidden.
hyperframes-registry
heygen-com/hyperframes
About 450 ready-made HyperFrames blocks and components installed as editable source - transitions, overlays, titles, kinetic type, captions, charts, map overlays, 3D, camera moves. Use it before hand-building any named visual (CRT scanlines, glitch, film grain, a chart); also for hyperframes add and catalog.
hyperframes-creative
heygen-com/hyperframes
Non-animation creative direction for HyperFrames videos. Use for design spec (frame.md / design.md) handling, palettes, typography, narration, beat planning, audio-reactive visuals, composition patterns, and brand / style decisions. For atomic motion patterns and scene blueprints, use hyperframes-animation.
ai-video-generation
101-skills/superpowers
Generate AI videos with Google Veo, Seedance 2.0, HappyHorse, Wan, Grok and 40+ models via inference.sh CLI. Models: Veo 3.1, Veo 3, Seedance 2.0, HappyHorse 1.0, Wan 2.5, Grok Imagine Video, OmniHuman, Fabric, HunyuanVideo. Capabilities: text-to-video, image-to-video, reference-to-video, video editing, lipsync, avatar animation, video upscaling, foley sound. Use for: social media videos, marketing content, explainer videos, product demos, AI avatars. Triggers: video generation, ai video, text to video, image to video, veo, animate image, video from image, ai animation, video generator, generate video, t2v, i2v, ai video maker, create video with ai, runway alternative, pika alternative, sora alternative, kling alternative, seedance, happyhorse
ai-image-generation
101-skills/superpowers
Generate AI images with GPT-Image-2, FLUX, Gemini, Grok, Seedream, Reve and 50+ models via inference.sh CLI. Models: GPT-Image-2, FLUX Dev LoRA, FLUX.2 Klein LoRA, Gemini 3 Pro Image, Grok Imagine, Seedream 4.5, Reve, ImagineArt. Capabilities: text-to-image, image-to-image, inpainting, LoRA, image editing, upscaling, text rendering. Use for: AI art, product mockups, concept art, social media graphics, marketing visuals, illustrations. Triggers: flux, image generation, ai image, text to image, stable diffusion, generate image, ai art, midjourney alternative, dall-e alternative, text2img, t2i, image generator, ai picture, create image with ai, generative ai, ai illustration, grok image, gemini image, gpt image, openai image, chatgpt image