map-systems skill
Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index.
Is the map-systems skill safe?
Clean: nothing in its files matched our rules. We read 1 file in the folder on 2026-09-28.
No findings.
Install the map-systems skill
A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git /tmp/Claude-Code-Game-Studios mkdir -p ~/.claude/skills cp -r /tmp/Claude-Code-Game-Studios/.claude/skills/map-systems ~/.claude/skills/map-systems
In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub
The instructions your agent would load
SKILL.md as published, without the frontmatter. Read it on GitHub
!bash "${CLAUDESKILLDIR}/../../hooks/yaml-helper.sh" resolveconfig --keys reviewmode,automation,workflow,docs.density
Resolved above — use as-is; --review overrides review_mode. No block → defaults in .claude/docs/config-resolution.md.
When this skill is invoked:
Parse Arguments
Two modes:
to create or update the systems index.
- No argument: /map-systems — Run the full decomposition workflow (Phases 1-5)
from the index and hand off to /design-system (Phase 6).
- next: /map-systems next — Pick the highest-priority undesigned system
See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.
Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automationalwaysask categories always prompt).
docs.density — it controls per-section depth, where workflow controls which sections exist. modes.rigor sets both together; set docs.density explicitly to vary depth alone: terse = one-line system descriptions; balanced = a brief paragraph per system + dependency notes (default); thorough = full system-by-system rationale + relationship analysis. Apply it to every section you author.
Where the per-system prose goes. templates/systems-index.md's Systems
Enumeration is a fixed-column table with no description column, so at
balanced and thorough the prose belongs in ## Overview — one short
paragraph per system at balanced, plus relationship analysis at thorough —
and in the ## Dependency Map layer notes. **Do not add a column to the
enumeration table** — it is a fixed contract in
.claude/docs/templates/systems-index.md, and its consumers
(/design-system §6 and §7, /create-epics) are written against the columns it
defines. Widening it is a schema change, not a formatting choice.
How the consumers actually read it. Nothing parses this table
positionally. The two scripts that mention systems-index.md
(gdd-structure-check.sh:51, review-scope.sh:40) match it by filename in a
case statement and parse no columns at all; the two skills key on the
Category column by name (design-system:229, :780). So Category is
the column that must never be renamed or dropped, and the table stays a fixed
contract because every consumer is written against the set of columns the
template defines.
At terse, the table plus a one-paragraph ## Overview is the whole output.
workflow (see .claude/docs/workflow-modes.md):
before per-system GDDs are authored).
- full / standard — required before /design-system (systems must be mapped
still be run voluntarily.
- minimal — not required (the game brief replaces the systems index). Can
Phase 1: Read Concept (Required Context)
Read the game concept and any existing design work. This provides the raw material for systems decomposition.
Required:
instead) — fail with a clear message if neither is found:
- Read design/gdd/game-concept.md (at minimal, read design/game-brief.md
"No game concept found. Run /brainstorm first to create one, then come back
to decompose it into systems."
Optional (read if they exist):
(update, don't recreate from scratch)
- 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
- Glob design/gdd/*.md — check which system GDDs already exist
If the systems index already exists:
"The systems index already exists with [N] systems ([M] designed, [K] not started). What would you like to do?"
- Read it and present current status to the user
- Use AskUserQuestion to ask:
"Review and revise priorities"
- Options: "Update the index with new systems", "Design the next undesigned system",
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 UI, item serialization for save/load
- "Inventory" implies: item database, equipment slots, weight/capacity rules,
More skills from Donchitos/Claude-Code-Game-Studios
- AadoptBrownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
- Aarchitecture-decisionCreate an ADR documenting a technical decision: context, alternatives considered, consequences.
- Aarchitecture-reviewTraceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
- Aart-bibleAuthor the Art Bible — visual identity gating asset production. Run before /map-systems.
- Aasset-auditAudit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
- Aasset-specPer-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
- Abalance-checkFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
- AbrainstormGuided concept ideation using professional studio techniques, player psychology, creative exploration.
- Abug-reportStructured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
- Abug-triageRe-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
- AchangelogAuto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
- Acode-reviewArchitectural code review — coding standards, SOLID, testability, performance concerns.