Claude-Code-Game-Studios reverse-document
Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
git clone https://github.com/Donchitos/Claude-Code-Game-Studios
T=$(mktemp -d) && git clone --depth=1 https://github.com/Donchitos/Claude-Code-Game-Studios "$T" && mkdir -p ~/.claude/skills && cp -r "$T/.claude/skills/reverse-document" ~/.claude/skills/donchitos-claude-code-game-studios-reverse-document && rm -rf "$T"
.claude/skills/reverse-document/SKILL.mdReverse Documentation
This skill analyzes existing implementation (code, prototypes, systems) and generates appropriate design or architecture documentation. Use this when:
- You built a feature without writing a design doc first
- You inherited a codebase without documentation
- You prototyped a mechanic and need to formalize it
- You need to document "why" behind existing code
Workflow
Phase 1: Parse Arguments
Format:
/reverse-document <type> <path>
Type options:
→ Generate a game design document (GDD section)design
→ Generate an Architecture Decision Record (ADR)architecture
→ Generate a concept document from prototypeconcept
Path: Directory or file to analyze
→ All combat-related codesrc/gameplay/combat/
→ Specific filesrc/core/event-system.cpp
→ Prototype directoryprototypes/stealth-mech/
Examples:
/reverse-document design src/gameplay/magic-system /reverse-document architecture src/core/entity-component /reverse-document concept prototypes/vehicle-combat
Phase 2: Analyze Implementation
Read and understand the code/prototype:
For design docs (GDD):
- Identify mechanics, rules, formulas
- Extract gameplay values (damage, cooldowns, ranges)
- Find state machines, ability systems, progression
- Detect edge cases handled in code
- Map dependencies (what systems interact?)
For architecture docs (ADR):
- Identify patterns (ECS, singleton, observer, etc.)
- Understand technical decisions (threading, serialization, etc.)
- Map dependencies and coupling
- Assess performance characteristics
- Find constraints and trade-offs
For concept docs (prototype analysis):
- Identify core mechanic
- Extract emergent gameplay patterns
- Note what worked vs what didn't
- Find technical feasibility insights
- Document player fantasy / feel
Phase 3: Ask Clarifying Questions
DO NOT just describe the code. ASK about intent:
Design questions:
- "I see a [resource] system that depletes during [activity]. Was this for:
- Pacing (prevent spam)?
- Resource management (strategic depth)?
- Or something else?"
- "The [mechanic] seems central. Is this a core pillar, or supporting feature?"
- "[Value] scales exponentially with [factor]. Intentional design, or needs rebalancing?"
Architecture questions:
- "You're using a service locator pattern. Was this chosen for:
- Testability (mock dependencies)?
- Decoupling (reduce hard references)?
- Or inherited from existing code?"
- "I see manual memory management instead of smart pointers. Performance requirement, or legacy?"
Concept questions:
- "The prototype emphasizes stealth over combat. Is that the intended pillar?"
- "Players seem to exploit the grappling hook for speed. Feature or bug?"
Phase 4: Present Findings
Before drafting, show what you discovered:
I've analyzed [path]/. Here's what I found: MECHANICS IMPLEMENTED: - [mechanic-a] with [property] (e.g. timing windows, cooldowns) - [mechanic-b] (e.g. interaction between two states) - [resource] system (depletes on [action], regens on [condition]) - [state] system (builds up, triggers [effect]) FORMULAS DISCOVERED: - [Output] = [formula using discovered variables] - [Secondary output] = [formula] UNCLEAR INTENT AREAS: 1. [Resource] system — pacing or resource management? 2. [Mechanic] — core pillar or supporting feature? 3. [Value] scaling — intentional design or needs tuning? Before I draft the design doc, could you clarify these points?
Wait for user to clarify intent before drafting.
Phase 5: Draft Document Using Template
Based on type, use appropriate template:
| Type | Template | Output Path |
|---|---|---|
| | |
| | |
| | or |
Draft structure:
- Capture what exists (mechanics, patterns, implementation)
- Document why it exists (intent clarified with user)
- Identify what's missing (edge cases not handled, gaps in design)
- Flag follow-up work (balance tuning, missing features)
Phase 6: Show Draft and Request Approval
Collaborative protocol:
I've drafted the [system-name] design doc based on your code and clarifications. [Show key sections: Overview, Mechanics, Formulas, Design Intent] ADDITIONS I MADE: - Documented [mechanic] as "[intent]" per your clarification - Added edge cases not in code (e.g., what if [resource] hits 0 mid-[action]?) - Flagged balance concern: [scaling type] scaling at [boundary condition] SECTIONS MARKED AS INCOMPLETE: - "[System] interaction with [other-system]" (not fully implemented yet) - "[Variant or feature]" (only [subset] implemented so far) May I write this to design/gdd/[system-name].md?
Wait for approval. User may request changes before writing.
Phase 7: Write Document with Metadata
When approved, write the file with special markers:
--- status: reverse-documented source: [path/] date: [today] verified-by: [User name] --- # [System Name] Design > **Note**: This document was reverse-engineered from the existing implementation. > It captures current behavior and clarified design intent. Some sections may be > incomplete where implementation is partial or intent was unclear. [Rest of document...]
Phase 8: Flag Follow-Up Work
After writing, suggest next steps:
✅ Written to design/gdd/combat-system.md FOLLOW-UP RECOMMENDED: 1. Run /balance-check on combat formulas (exponential scaling concern) 2. Create ADR for stamina system architecture decision 3. Implement missing edge cases: - Stamina depletion mid-combo behavior - Stagger state during dodge 4. Extend design doc when weapon variety is implemented Would you like me to tackle any of these now?
Template Selection Logic
| If analyzing... | Use template... | Because... |
|---|---|---|
| design-doc-from-implementation.md | Gameplay mechanics → GDD |
, | architecture-doc-from-code.md | Core systems → ADR |
| concept-doc-from-prototype.md | Experiments → concept doc |
| architecture-doc-from-code.md | Technical systems → ADR |
| design-doc-from-implementation.md | UI/UX → design spec |
Example Session: Reverse-Document a System
User: /reverse-document design src/gameplay/[system] Agent: I'll analyze your [system] implementation to create a design doc. [Reads code, discovers mechanics, formulas] Agent: I've analyzed src/gameplay/[system]/. Here's what I found: [Shows mechanics, formulas, unclear areas] Before drafting, could you clarify: 1. [Resource] system intent? 2. Is [mechanic] a core pillar? 3. [Value] scaling — intentional or needs tuning? User: 1. [Resource] is for pacing, prevent [unwanted behavior] 2. [Mechanic] is core — I want [design intent] 3. Yeah, exponential is too much, should be linear Agent: Perfect, that clarifies the vision. Let me draft the design doc. [Shows draft with clarified intent] May I write this to design/gdd/[system-name].md? User: Yes, write it. Agent: ✅ Written to design/gdd/[system-name].md ✅ Marked as [REVERSE-DOCUMENTED] ✅ Flagged [value] scaling for rebalancing Next steps: - Update [formula] to [corrected scaling] - Run /balance-check to validate [curve] - Document [mechanic] as core pillar in game-pillars.md
Collaborative Protocol
This skill follows the collaborative design principle:
- Analyze First: Read code, understand implementation
- Question Intent: Ask about "why", not just "what"
- Present Findings: Show discoveries, highlight unclear areas
- User Clarifies: Separate intent from accidents
- Draft Document: Create doc based on reality + intent
- Show Draft: Display key sections, explain additions
- Get Approval: "May I write to [filepath]?" On approval: Verdict: COMPLETE — document generated. On decline: Verdict: BLOCKED — user declined write.
- Flag Follow-Up: Suggest related work, don't auto-execute
Never assume intent. Always ask before documenting "why".