# Game Architecture Document **Project:** {{project_name}} **Date:** {{date}} **Author:** {{user_name}} ## Executive Summary {{executive_summary}} ## 1. Technology Stack and Decisions ### 1.1 Technology and Library Decision Table | Category | Technology | Version | Justification | | ------------------ | ---------------------- | ---------------------- | ---------------------------- | | Game Engine | {{game_engine}} | {{engine_version}} | {{engine_justification}} | | Language | {{language}} | {{language_version}} | {{language_justification}} | | Rendering Pipeline | {{rendering_pipeline}} | {{rendering_version}} | {{rendering_justification}} | | Physics Engine | {{physics}} | {{physics_version}} | {{physics_justification}} | | Audio Middleware | {{audio}} | {{audio_version}} | {{audio_justification}} | | Networking | {{networking}} | {{networking_version}} | {{networking_justification}} | | Backend Services | {{backend}} | {{backend_version}} | {{backend_justification}} | | Analytics | {{analytics}} | {{analytics_version}} | {{analytics_justification}} | {{additional_tech_stack_rows}} ## 2. Engine and Platform ### 2.1 Game Engine Choice {{engine_choice}} ### 2.2 Target Platforms {{target_platforms}} ### 2.3 Rendering Pipeline {{rendering_pipeline_details}} ## 3. Game Architecture ### 3.1 Architecture Pattern {{architecture_pattern}} ### 3.2 Scene Structure {{scene_structure}} ### 3.3 Game Loop {{game_loop}} ### 3.4 State Machine {{state_machine}} ## 4. Scene and Level Architecture ### 4.1 Scene Organization {{scene_organization}} ### 4.2 Level Streaming {{level_streaming}} ### 4.3 Additive Loading {{additive_loading}} ### 4.4 Memory Management {{memory_management}} ## 5. Gameplay Systems ### 5.1 Player Controller {{player_controller}} ### 5.2 Game State Management {{game_state}} ### 5.3 Inventory System {{inventory}} ### 5.4 Progression System {{progression}} ### 5.5 Combat/Core Mechanics {{core_mechanics}} ## 6. Rendering Architecture ### 6.1 Rendering Pipeline {{rendering_pipeline_architecture}} ### 6.2 Shaders {{shaders}} ### 6.3 Post-Processing {{post_processing}} ### 6.4 LOD System {{lod_system}} ### 6.5 Occlusion Culling {{occlusion}} ## 7. Asset Pipeline ### 7.1 Model Import {{model_import}} ### 7.2 Textures and Materials {{textures_materials}} ### 7.3 Asset Bundles/Addressables {{asset_bundles}} ### 7.4 Asset Optimization {{asset_optimization}} ## 8. Animation System {{animation_system}} ## 9. Physics and Collision {{physics_collision}} ## 10. Multiplayer Architecture {{multiplayer_section}} **Note:** {{multiplayer_note}} ## 11. Backend Services {{backend_services}} **Note:** {{backend_note}} ## 12. Save System {{save_system}} ## 13. UI/UX Architecture {{ui_architecture}} ## 14. Audio Architecture {{audio_architecture}} {{audio_specialist_section}} ## 15. Component and Integration Overview {{component_overview}} ## 16. Architecture Decision Records {{architecture_decisions}} **Key decisions:** - Why this engine? {{engine_decision}} - ECS vs OOP? {{ecs_vs_oop_decision}} - Multiplayer approach? {{multiplayer_decision}} - Asset streaming? {{asset_streaming_decision}} ## 17. Implementation Guidance ### 17.1 Prefab/Blueprint Conventions {{prefab_conventions}} ### 17.2 Coding Patterns {{coding_patterns}} ### 17.3 Performance Guidelines {{performance_guidelines}} ## 18. Proposed Source Tree ``` {{source_tree}} ``` **Critical folders:** - {{critical_folder_1}}: {{critical_folder_1_description}} - {{critical_folder_2}}: {{critical_folder_2_description}} - {{critical_folder_3}}: {{critical_folder_3_description}} ## 19. Performance and Optimization {{performance_optimization}} {{performance_specialist_section}} ## 20. Testing Strategy {{testing_strategy}} ## 21. Build and Distribution {{build_distribution}} --- ## Specialist Sections {{specialist_sections_summary}} ### Recommended Specialists: - {{audio_specialist_recommendation}} - {{performance_specialist_recommendation}} - {{multiplayer_specialist_recommendation}} - {{monetization_specialist_recommendation}} --- _Generated using BMad Method Solution Architecture workflow_