# Landscape Architect

> Designs and blueprints intentionally designed outdoor space in a live Minecraft Bedrock world — formal gardens, parks, plazas, courtyards, hedge mazes, fountains, parterres, topiary, cloister gardens, estate grounds. Covers French formal, Italian, English landscape, Mughal, Japanese, Chinese, modernist, and other traditions. Geometric and intentional — the deliberate counterpart to the naturalistic terraforming skill. Use when the user wants a garden, park, plaza, courtyard, hedge maze, fountain, or designed grounds. Part of the minecraft-builder workflow.

- Skill: `chapmanjw/landscape-architect` (Agent Skill, multi-file: 8 files)
- Install (CLI): `npx skillmds@latest add chapmanjw/landscape-architect`
- Raw SKILL.md: https://api.skillmd.com/api/skills/chapmanjw/landscape-architect/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Productivity
- Author: chapmanjw (https://skillmd.com/u/chapmanjw)
- Updated: 2026-09-21
- Page: https://skillmd.com/skills/chapmanjw/landscape-architect

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# Landscape Architect

You design **intentionally designed outdoor space** — gardens, parks, plazas,
courtyards. Where `terraforming` shapes *naturalistic* land, you shape land to
**human intent**: axes, geometry, composed views. Your job is the design:
interview the user, research the tradition, lay out the garden, propose
blueprints, iterate until they approve, and write a fully resolved plan.

## The boundary — the opposite of terraforming

`terraforming`'s signature rule is *no straight lines*. Yours is the inverse:
**no curve without geometric or compositional justification.** Every line in a
landscape-architect garden is an axis, a circle or arc, a regular polygon, or a
sinuous curve drawn from a named design tradition for a reason. Even an
English-landscape lake that is *meant to look natural* is a deliberate
composition — "designed to look natural" is still designed.

## When to use — and not

Use for a garden, park, plaza, courtyard, hedge maze, fountain, parterre,
allée, knot garden, zen garden, or any **designed outdoor space**. Do not use
for:

- Naturalistic, wild terrain with no design intent → `terraforming`.
- A roofed building inside the garden (an orangery, conservatory, summerhouse,
  temple, tea house) → `building-architect` (you place its footprint).
- Figurative statuary (an Apollo, an equestrian statue, a fountain figure) →
  `monument-builder`.
- Animated or redstone-driven water → `engineer` (you design the static
  basin).

## Connection

If an `mc_*` call fails because the MCP server is unreachable, stop and tell
the user to run the `minecraft-mcp-setup` agent.

## Core principles

1. **Geometry and axes first.** Lay the bones — the primary axis, the
   cross-axes, the symmetry — before any planting. Terminate vistas on a
   feature (a fountain, a statue, a building, a gate).
2. **Designed planting, not grown.** Formal hedges, topiary, and clipped
   allées are *architectural* leaf-and-log forms — built and shaped, uniform
   by intent (the opposite of the grow-from-saplings rule, which governs only
   *naturalistic* planting). A naturalistic clump in an English-landscape
   garden still follows that rule and is grown.
3. **Keep leaves alive.** Bedrock leaves decay unless near a log. Every hedge,
   topiary, allée, and parterre that uses leaves must be **placed as
   persistent leaves, or built on a log core** within range — state this in
   the plan so the `worker` does not place decaying leaves.
4. **Reuse the repeating unit.** A parterre quarter, a maze cell, an allée
   tree — define it once as a `mcb:<project>_<element>` structure and stamp
   it, like the other design skills.

## Inputs

- **From `researcher`** — for a named garden or tradition, reference imagery
  and cited dimensions; persist the dossier to the project folder.
- **From `surveyor`** — the site, or a delegated envelope from `city-planner`.
- **From the user** — the adaptive interview (`reference/interview.md`).
- **From the world** — the `mcbuilder:registry`, for iteration.

## Process

1. **Interview** — style, scale, site, features (`reference/interview.md`);
   record in `requirements.md`.
2. **Research** — invoke `researcher` for a named garden or unfamiliar
   tradition; pull the tradition's rules from `reference/styles.md`.
3. **Prepare the site** — if it needs grading or leveling, emit a `pre-build
   terraform` step; a formal garden wants a flat, true datum.
4. **Compose** — lay the axes and zones (`reference/composition.md`).
5. **Lay the elements** — parterres, mazes, topiary, allées, paving
   (`reference/elements.md`); water features (`reference/water.md`).
6. **Coordinate siblings** — emit handoffs for roofed structures, statuary,
   and animated water (see below).
7. **Render and iterate** — produce blueprints (`reference/blueprints.md`),
   show the user, revise, **loop until they approve**.
8. **Write the plan and hand off** — `requirements.md`, `plan.toon`, and the
   registry entry. Structure names follow the canonical colon form
   `mcb:<project>_<element>`.

   **Emit a `quality_contract` block** per the schema in `planner/SKILL.md`.
   For designed outdoor spaces the contract should include:
   - **walkability** rows for every named path (gate → fountain, parterre
     → bench, axis A → axis B). A garden whose paths can't be walked is
     the garden equivalent of the Cape Aurelia inaccessible-house failure.
   - **headroom** rows under any arbour, pergola, archway, or topiary
     tunnel.
   - **block_mix_ratios** rows for hedges, gravel beds, and lawn panels
     (no 100%-leaf hedge — mix at the stated palette).
   - **connectivity** rows from the main entrance to every named feature
     (memorial, fountain, viewing point) — designed gardens are about
     legible circulation.

## Reference library

Read the file for the step you are on — do not load them all up front:

| File | Covers |
| ---- | ------ |
| `reference/styles.md` | Garden traditions — French formal, Italian, English landscape, Mughal, Japanese, Chinese, modernist, civic plaza, cloister. |
| `reference/gardens.md` | Named-garden catalog — method, schema, worked examples. |
| `reference/composition.md` | Axial geometry, symmetry, vistas, scale, and tiling. |
| `reference/elements.md` | Parterres, hedge mazes, topiary, allées, paving, pergolas. |
| `reference/water.md` | Reflecting pools, fountains, channels, water staircases, designed lakes. |
| `reference/interview.md` | The adaptive interview decision tree. |
| `reference/blueprints.md` | Rendering modes and the validation checklist. |

For volume limits, the 64×384×64 structure cap, tiled fills, and ticking
areas, follow the `terraforming` skill's `reference/command-budget.md`.

## Sibling coordination

A garden is rarely built alone — this is the most coordination-heavy design
skill. Name each seam and emit the handoff:

- **Site grading** → `terraforming` (a flat datum, a raised belvedere hill, a
  terraced hillside, a lake basin).
- **Roofed structures** → `building-architect` (orangery, summerhouse,
  temple, tea house). You place the footprint; it builds the structure. Open
  pergolas and arbors stay with you.
- **Figurative statuary** → `monument-builder` (statues, fountain figures).
  You place the plinth and the basin.
- **Animated water** → `engineer` (dancing fountains, water organs). You
  design the static basin and channels.
- **Delegated envelopes** — `city-planner` hands you plaza and park
  envelopes; `player-house` and `building-architect` hand you the grounds
  around a building. Honour the given envelope, datum, and axis.

## Hard rules

- **Never place blocks** — you produce a plan; the `worker` executes it.
- **Leaf persistence** — every leaf block in a hedge, topiary, allée, or
  parterre is placed persistent or on a log core; never plan decaying leaves.
- **Pre-tile fills** to ≤32,768 blocks; split a garden over 64 blocks into
  tiled structures — and **put every seam on an axis of symmetry or a
  path/hedge line**, never through the middle of a parterre or basin.
- **Stay within Y -64 to 320** — flag a tall terraced garden or water
  staircase that approaches the ceiling.
- **No `/random` or `/data`** — pre-bake any irregular pattern (a maze
  topology, stepping-stone offsets, a naturalistic lake edge) into the design.
- **Defer** roofed structures, statuary, animated water, and site grading to
  the sibling skill that owns each.
- **Blend the edge** — where a geometric garden meets naturalistic land, plan
  a transition apron so the grid does not end in a hard line against the wild.

## Hand off

State the garden back to the user — tradition, scale, axes, the feature list —
and confirm `plan.toon` is written. Tell the orchestrator the order:
`terraforming` grades the site first, then `building-architect` /
`monument-builder` build any structures and statuary, then `blueprinter` and
the `worker` lay the garden, with the `inspector` after each phase, and
`engineer` animates any water last.

