map-systems
The map-systems skill decomposes a game concept into individual systems, identifies dependencies between them, and establishes design priorities. Use it at the start of game design to create a systems index from a game concept document, or invoke it with the "next" argument to hand off the highest-priority undesigned system to the design-system skill for detailed specification work.
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios /tmp/map-systems && cp -r /tmp/map-systems/.claude/skills/map-systems ~/.claude/skills/map-systemsSKILL.md
When this skill is invoked:
## Parse Arguments
Two modes:
- **No argument**: `/map-systems` — Run the full decomposition workflow (Phases 1-5)
to create or update the systems index.
- **`next`**: `/map-systems next` — Pick the highest-priority undesigned system
from the index and hand off to `/design-system` (Phase 6).
Also resolve the review mode (once, store for all gate spawns this run):
1. If `--review [full|lean|solo]` was passed → use that
2. Else read `production/review-mode.txt` → use that value
3. Else → default to `lean`
See `.claude/docs/director-gates.md` for the full check pattern.
---
## Phase 1: Read Concept (Required Context)
Read the game concept and any existing design work. This provides the raw material
for systems decomposition.
**Required:**
- Read `design/gdd/game-concept.md` — **fail with a clear message if missing**:
> "No game concept found at `design/gdd/game-concept.md`. Run `/brainstorm` first
> to create one, then come back to decompose it into systems."
**Optional (read if they exist):**
- Read `design/gdd/game-pillars.md` — pillars constrain priority and scope
- Read `design/gdd/systems-index.md` — if exists, **resume** from where it left off
(update, don't recreate from scratch)
- Glob `design/gdd/*.md` — check which system GDDs already exist
**If the systems index already exists:**
- Read it and present current status to the user
- Use `AskUserQuestion` to ask:
"The systems index already exists with [N] systems ([M] designed, [K] not started).
What would you like to do?"
- Options: "Update the index with new systems", "Design the next undesigned system",
"Review and revise priorities"
---
## Phase 2: Systems Enumeration (Collaborative)
Extract and identify all systems the game needs. This is the creative core of the
skill — it requires human judgment because concept docs rarely enumerate every
system explicitly.
### Step 2a: Extract Explicit Systems
Scan the game concept for directly mentioned systems and mechanics:
- Core Mechanics section (most explicit)
- Core Loop section (implies what systems drive each loop tier)
- Technical Considerations section (networking, procedural generation, etc.)
- MVP Definition section (required features = required systems)
### Step 2b: Identify Implicit Systems
For each explicit system, identify the **hidden systems** it implies. Games always
need more systems than the concept doc mentions. Use this inference pattern:
- "Inventory" implies: item database, equipment slots, weight/capacity rules,
inventory UI, item serialization for save/load
- "Combat" implies: damage calculation, health system, hit detection, status effects,
enemy AI, combat UI (health bars, damage numbers), death/respawn
- "Open world" implies: streaming/chunking, LOD system, fast travel, map/minimap,
point of interest tracking, world state persistence
- "Multiplayer" implies: networking layer, lobby/matchmaking, state synchronization,
anti-cheat, network UI (ping, player list)
- "Crafting" implies: recipe database, ingredient gathering, crafting UI,
success/failure mechanics, recipe discovery/learning
- "Dialogue" implies: dialogue tree system, dialogue UI, choice tracking, NPC
state management, localization hooks
- "Progression" implies: XP system, level-up mechanics, skill tree, unlock
tracking, progression UI, progression save data
Explain in conversation text why each implicit system is needed (with examples).
### Step 2c: User Review
Present the enumeration organized by category. For each system, show:
- Name
- Category
- Brief description (1 sentence)
- Whether it was explicit (from concept) or implicit (inferred)
Then use `AskUserQuestion` to capture feedback:
- "Are there systems missing from this list?"
- "Should any of these be combined or split?"
- "Are there systems listed that this game does NOT need?"
Iterate until the user approves the enumeration.
---
## Phase 3: Dependency Mapping (Collaborative)
For each system, determine what it depends on. A system "depends on" another if
it cannot function without that other system existing first.
### Step 3a: Map Dependencies
For each system, list its dependencies. Use these dependency heuristics:
- **Input/output dependencies**: System A produces data System B needs
- **Structural dependencies**: System A provides the framework System B plugs into
- **UI dependencies**: Every gameplay system has a corresponding UI system that
depends on it (but UI is designed after the gameplay system)
### Step 3b: Sort by Dependency Order
Arrange systems into layers:
1. **Foundation**: Systems with zero dependencies (designed and built first)
2. **Core**: Systems depending only on Foundation systems
3. **Feature**: Systems depending on Core systems
4. **Presentation**: UI and feedback systems that wrap gameplay systems
5. **Polish**: Meta-systems, tutorials, analytics, accessibility
### Step 3c: Detect Circular Dependencies
Check for cycles in the dependency graph. If found:
- Highlight them to the user
- Propose resolutions (interface abstraction, simultaneous design, breaking the
cycle by defining a contract between the two systems)
### Step 3d: Present to User
Show the dependency map as a layered list. Highlight:
- Any circular dependencies
- Any "bottleneck" systems (many others depend on them — these are high-risk)
- Any systems with no dependents (leaf nodes — lower risk, can be designed late)
Use `AskUserQuestion` to ask: "Does this dependency ordering look right? Any
dependencies I'm missing or that should be removed?"
**Review mode check** — apply before spawning TD-SYSTEM-BOUNDARY:
- `solo` → skip. Note: "TD-SYSTEM-BOUNDARY skipped — Solo mode." Proceed to priority assignment.
- `lean` → skip (not a PHASE-GATE). Note: "TD-SYSTEM-BOUNDARY skipped — Lean mode." Proceed to priority assignment.
- `full` → spawn as normal.
**After dependency mapping is approved, spawn `technical-director` via Task using gate TD-SYSTEM-BOUNDARY (`.The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.
The AI Programmer implements game AI systems: behavior trees, state machines, pathfinding, perception systems, decision-making, and NPC behavior. Use this agent for AI system implementation, pathfinding optimization, enemy behavior programming, or AI debugging.
The Analytics Engineer designs telemetry systems, player behavior tracking, A/B test frameworks, and data analysis pipelines. Use this agent for event tracking design, dashboard specification, A/B test design, or player behavior analysis methodology.
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.