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This skill should be used when the user asks about "tech direction", "architecture", "code patterns", "technical vision", "code quality", "module structure", "file organization", "code splitting", "architecture decisions", "technical debt", "performance patterns", or discusses establishing or reviewing technical direction. Provides architecture framework for code coherence.

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SKILL.md

name Tech Vision
description This skill should be used when the user asks about "tech direction", "architecture", "code patterns", "technical vision", "code quality", "module structure", "file organization", "code splitting", "architecture decisions", "technical debt", "performance patterns", or discusses establishing or reviewing technical direction. Provides architecture framework for code coherence.
version 1.0.0

Tech Vision

Establish and maintain technical coherence through architecture decisions and quality standards.

Architecture Decision Records (ADRs)

Document significant decisions in .studio/architecture/:

.studio/architecture/
├── decisions.md         # Index
├── 001-ecs-over-oop.md
└── 002-rollback-state.md

Each ADR: Context → Decision → Consequences

Module Organization

src/
├── core/       # Engine-level (input, render, audio)
├── game/       # Game-specific (player, enemy, world)
├── ui/         # User interface
└── shared/     # Cross-cutting (math, constants)

File Size Limits (CRITICAL)

Type Soft Hard Action at Hard
Source code 300 500 Split into modules
Documentation 500 1000 Split into sections
Generated 100 200 External file + loader

When approaching limits: identify subsections → extract → create interfaces → document split.

Technical Pillars (Examples)

  • "Deterministic execution for rollback"
  • "Data-oriented for cache efficiency"
  • "Fail-fast on invalid state"
  • "No allocations in hot paths"

Code Quality Standards

Item Convention
Types PascalCase
Functions snake_case
Constants SCREAMING_SNAKE
Modules snake_case

Public API: Brief description, examples for non-obvious. Private: Explain "why" not "what". Errors: Result for recoverable, panic for programming errors.

ZX-Specific

Rollback: All game state deterministic, serializable, separable.

Memory:

  • Game State: 256KB max
  • Render State: 64KB max
  • Audio State: 32KB max

FFI: Minimize and batch calls.

Store in .studio/architecture/ and .studio/creative-direction.md.

References

  • references/module-patterns.md - Organization patterns
  • references/file-splitting.md - When/how to split
  • references/architecture-docs.md - Documentation templates