4.3 KiB
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