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game-architecture-design

Skill de arquitetura, design review e balanceamento numerico de jogos — a camada de decisao antes de codigo de engine. Cobre selecao de paradigma (entidade rica vs data-driven vs prototipo), design de sistemas especificos (combate, skill, IA, narrativa, UI, PCG), revisao critica de GDD/mecanica/ nivel com achado baseado em evidencia, e modelagem numerica de economia, progressao e drop rate. Nao gera codigo de Unity/Unreal/Godot — para isso ver skill 67. Trigger em: "arquitetura de jogo", "design de sistema de combate", "sistema de skill de jogo", "GDD", "game design document", "revisar mecanica de jogo", "balancear economia do jogo", "curva de progressao", "drop rate", "pity system", "loot table", "metagame", "PvP balance", "paradigma de arquitetura de jogo", "ECS vs OOP para jogo", "sistema de IA de jogo", "procedural content generation", "PCG", "revisao de design de jogo", "avaliar proposta de balance", "diagnosticar desbalanceamento", "economia de jogo mobile", "sistema de buff e debuff".

72

Quality

91%

Does it follow best practices?

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SKILL.md
Quality
Evals
Security

Quality

Content

78%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A well-structured knowledge-and-protocol skill: lean overview, exemplary progressive disclosure with a complete navigation table, and concrete named protocols with an explicit simulation checkpoint. The gaps are minor — two redundant/trimmable sections, no worked example, and an architecture track that reads as criteria rather than sequence.

Suggestions

Merge 'Saidas Esperadas' and 'Evidencia de Conclusao' (or fold the evidence criteria into the outputs section) — they restate the same three-track deliverables and cost ~10 lines.

Compress the 'Fontes' provenance/licensing note to one or two lines (or move it out of the runtime body): it documents authorship history rather than guiding task execution.

Add one worked example — e.g., a filled-in six-field finding from a short mechanic review, or a sample paradigm decision table — so the review and architecture protocols have a copyable shape, not just field lists.

DimensionReasoningScore

Conciseness

The body is dense and protocol-shaped — tables, terse bullets, no explanations of concepts Claude already knows — but two spots could be trimmed: the ~14-line 'Fontes' section on licensing provenance (administrative, not task-execution guidance) and the substantial overlap between 'Saidas Esperadas' and 'Evidencia de Conclusao', which restate the same three-track deliverables. Matches 'Efficient; minor instances of over-explanation that could be trimmed' — not 5 given those redundant blocks, not 3 because the redundancy is confined to two localized spots while everything else earns its tokens.

4 / 5

Actionability

Concrete, executable protocols throughout: the named six-field finding structure ('observacao, mecanismo, status de evidencia, impacto, recomendacao, validacao — sem eles e opiniao, nao review'), three severity levels, four named review modes, the script-vs-simulator decision rule with the criterion for inline calculation, and a never/instead hard-rules table. Not 5 because nothing is instantiated — no worked example of a filled-in finding, a completed decision table, or a balance verdict a reader could copy the shape of. Not 3: the guidance is specific and directive, not high-level hints.

4 / 5

Workflow Clarity

The review flow is explicitly sequenced ('Toda review nomeia o objeto, declara a decisao em jogo, constroi baseline de evidencia, e fecha com achados + menor intervencao + experimento de validacao') and the balance flow has an explicit validation checkpoint with a feedback loop ('rodar a simulação → se o resultado não bater a curva pretendida… ajustar o parâmetro específico apontado pela simulação → rodar de novo. Não aceitar "está próximo o suficiente"'). Matches 'Clear sequence with most checkpoints present; minor validation gaps' — not 5, because the architecture track presents selection criteria rather than a sequenced workflow with its own validation step.

4 / 5

Progressive Disclosure

The body is a true overview: dense content is delegated to references via a subject→file table up top ('Selecao de paradigma… references/architecture-paradigms.md', etc.), with inline 'Ver references/…' pointers in each summary section. All five referenced files exist in the bundle and contain no nested references, so navigation is one level deep. Matches 'Clear overview with well-signaled one-level-deep references; content appropriately split; easy navigation' — not 4, because every pointer is present, subject-labeled, and resolvable.

5 / 5

Total

17

/

20

Passed

Description

100%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

An exemplary description: concrete multi-track capabilities, an explicit trigger clause dense with natural synonyms, and an explicit boundary that routes engine-code requests elsewhere. All four dimensions sit firmly on the top anchors.

DimensionReasoningScore

Specificity

The description enumerates multiple concrete actions across all three tracks: 'selecao de paradigma (entidade rica vs data-driven vs prototipo)', 'design de sistemas especificos (combate, skill, IA, narrativa, UI, PCG)', 'revisao critica de GDD/mecanica/nivel com achado baseado em evidencia', and 'modelagem numerica de economia, progressao e drop rate'. This matches the anchor 'Lists multiple specific concrete actions; comprehensive coverage' — not 4, because coverage is comprehensive rather than having minor gaps; not below 5, because each named action is concrete rather than generic.

5 / 5

Completeness

Both questions are explicitly answered: the 'what' is the enumerated capability set ('arquitetura, design review e balanceamento numerico de jogos… a camada de decisao antes de codigo de engine'), and the 'when' is the explicit 'Trigger em:' clause with concrete trigger phrases — the equivalent of a 'Use when…' clause, so the completeness cap of 3 for missing trigger guidance does not apply. Matches anchor 5 ('Clearly and explicitly answers both what AND when with concrete trigger phrases'), not 4, since the 'when' is fully explicit rather than merely present.

5 / 5

Trigger Term Quality

'Trigger em:' lists ~20 natural phrases users would actually say, with synonyms and acronym/full-form pairs: 'GDD' + 'game design document', 'PCG' + 'procedural content generation', 'drop rate', 'pity system', 'loot table', 'PvP balance', 'curva de progressao', 'ECS vs OOP para jogo'. This matches 'Comprehensive coverage of natural terms including synonyms' — not 4, because no obvious natural term for this domain is missing (this domain has no relevant file extensions to include).

5 / 5

Distinctiveness Conflict Risk

A clear niche (pre-engine game architecture/review/balance) with an explicit boundary against the nearest neighboring skill: 'Nao gera codigo de Unity/Unreal/Godot — para isso ver skill 67'. Matches 'Clear niche with distinct triggers; minimal conflict risk' — not 4, because it actively disambiguates against the closest overlapping skill rather than leaving minor overlap unaddressed; triggers like 'GDD', 'pity system', and 'PvP balance' are unlikely to fire for the wrong skill.

5 / 5

Total

20

/

20

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository

felvieira/claude-skills-fv

Path

skills/66-game-architecture-design/SKILL.md

Reviewed

Table of Contents

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