1---2name: 05-game-technical-implementation-specification3description: Use when turning approved game requirements and architecture into implementable Unity, Godot, Unreal, Apple-native, multiplayer, content-pipeline, build, and telemetry work packages with code and asset contracts.4---5# Game Technical Implementation Specification6<!-- dual-compat-start -->7## Use When8- Game architecture needs module, scene, data, asset, protocol, build and test seams.9## Do Not Use When10- Architecture or authority is undecided.11- Do not copy legacy tutorial code without version verification.12## Required Inputs13| Artefact | Source or provider | Required? | Behaviour when missing |14|---|---|---|---|15| `GREQ-*`, `GARCH-*`, ADRs, toolchain locks and acceptance tests | Architecture, engineering and QA | Yes | Stop the work package and return missing contracts. |16| Asset/UI handoff, data/ads/privacy schemas, adapters, protocol and build interface | Design and specialist owners | Conditional | Exclude or mark integration blocked. |17## Workflow181. Decompose modules, scenes/worlds, data, assets and adapters with owners.192. Define responsibilities, interfaces, events, lifetime and dependency rules.203. Specify save/content/protocol versions, migrations, identifiers and idempotency.214. Add engine-specific notes only for the pinned version.225. Make every `GIMPL-*` consume `GREQ-*`, `GARCH-*`, relevant `VCLAIM-*`, approved game-design handoff, exact files/modules/assets or a bounded discovery task, and named exclusions.236. Specify unit, integration, network, asset/UI, ad/privacy, accessibility/localisation, performance, security and device evidence per work package, including retained failed paths.247. Define instrumentation purpose, errors, config, secrets, migrations, rollback/kill switches, owner role, estimate range/confidence and recalibration trigger.258. Stop on an untestable interface, unresolved child/culture/privacy/ad decision or absent build target; recover with a spike and exit criteria.26## Outputs27| Artefact | Consumer | Acceptance condition |28|---|---|---|29| Game technical implementation specification | Client, backend, content, build and QA engineers | Packages have interfaces, versions, failures, tests and traces. |30## Evidence Produced31| Evidence | Reviewer | Acceptance condition |32|---|---|---|33| `GIMPL-*` trace | Technical lead | Packages map requirements and architecture to code/assets, tests and build evidence. |34## Capability and permission boundaries35Read and search are allowed. Source edits, installs, services and releases require explicit authority.36## Degraded mode37Return qualified interface stubs, mark validation `not assessed`, and do not claim buildability.38## Decision Rules39| Choice or condition | Action | Failure or risk avoided |40|---|---|---|41| Pure logic uses engine objects | Invert dependency. | Fragile tests. |42| Import is manual | Define presets and validation. | Content drift. |43| Schema is incompatible | Add migration or recovery rejection. | Stranded state. |44## Quality Standards45- No invented packages, hidden globals or placeholder methods; require failed-path evidence.46## Anti-Patterns47- Rules in scene components. Fix: isolate domain logic.48- Singleton sprawl. Fix: scoped composition.49- Manual import folklore. Fix: presets and validators.50- Editor test as completion. Fix: packaged evidence.51- Unbounded frame work. Fix: frequency budgets.52- Visual handoff reduced to a screenshot. Fix: consume states, tokens, content, input/access rules and binary acceptance from the design engine.53## References54- [Work-package schema](references/game-work-package-schema.md)55<!-- dual-compat-end -->