Document Architecture — the C4 Map
This page is the map of every document a game built from this template produces, and where each one sits in the C4 model. The plan (146 tasks) says what gets made; this map says where the written result lives, so every creative asset — art, design, story, mechanics, code — slots into one consistent software architecture instead of a pile of files.
The C4 model, as used here
- L1 — System Context. The game as a single system among its actors: players, stores/platforms, press, community. Creative context lives here too: the Setting and Story are the world the player enters. Read these first; everything below zooms in from them.
- L2 — Containers. The game’s major pieces: the game client, save/data, backend services (if any), the content pipeline, this docs site. The bibles direct containers (how the client looks and sounds); budgets bind them; the GDD designs across them.
- L3 — Components. Inside the containers: gameplay systems, quests, levels, HUD/menus, asset families. Component documents specify one piece and its interfaces to its neighbours.
- L4 — Code. Classes, modules and data schemas. L4 lives in the repo and the Technical Design Document — never as site pages per class.
- Supplementary views. C4’s extra diagrams map to operations: deployment (launch), dynamic/runtime (pacing in Levels/Systems), and the running system (support). Cross-cutting records (decisions, provenance, risks, QA) govern all levels.
The GDD follows Tim Cain’s order
Setting (L1) → Story (L1) → Systems (L2/L3). The GDD compiles the three; every mechanic in it is headed by its goals and names the Setting/Story element it serves. A mechanic that serves neither is cut or justified.
Every document, by C4 position
| Document | C4 level | Produced by |
|---|---|---|
| Project Brief | L1 System Context | Step 5 |
| Pitch | L1 System Context | Steps 12-13 |
| Setting | L1 System Context | Step 19 |
| Story | L1 System Context | Step 19 |
| Game Design Document | L2 Containers | Step 21 |
| Art Bible | L2 Containers | Steps 20, 27 |
| Audio Bible | L2 Containers | Step 32 |
| Narrative & Quest Plan | L3 Components | Step 29 |
| World & Level Plan | L3 Components | Step 30 |
| Systems & Balancing | L3 Components | Step 31 |
| QA Strategy | Cross-cutting | Step 34 |
| Risk Register & Cut List | Cross-cutting | Step 22 |
| Decision & Change Log | Cross-cutting | Steps 5-7 |
| Provenance & AI-Use Log | Cross-cutting | Steps 6-7, 66, 145 |
| Marketing & Launch Plan | L1 System Context | Step 107 |
| Press Kit | L1 System Context | Step 112 |
| Store Page | L1 System Context | Steps 108-110 |
| Support FAQ & Known Issues | Supplementary - Operations | Step 115 |
| Launch Checklist | Supplementary - Deployment | Steps 117-125 |
| Postmortem & Archive | Cross-cutting | Step 128 |
| Technical Design Document | L1-L4 (holds the diagrams) | Step 24 |
| Quality Bars & Budgets | L2 Containers | Steps 8, 25 |
| UX, Accessibility & Localization Plan | L3 Components | Steps 33, 85, 87 |
| Asset Specs & Catalog | L3 Components | Steps 28, 65 |
| Production Plan | Cross-cutting | Step 26 |
| Vertical Slice Definition | Cross-cutting | Step 46 |
| Production Workflow | Cross-cutting | Step 6 |
| Jam Rules & Constraints | Cross-cutting | Step 129 |
Where a new asset slots in
| You are making | Direction (L2) | Spec (L3) | Record |
|---|---|---|---|
| Art asset | Art Bible | Asset Specs (its family) | Provenance Log |
| Sound/music | Audio Bible | Technical Design (audio component) | Provenance Log |
| Mechanic | GDD goals block | Systems | Decision Log if goals change |
| Quest/scene | Story | Narrative & Quest Plan | — |
| Level | GDD/Story | World & Level Plan | — |
| Code feature | Technical Design (component) | Technical Design (code) | repo |
| UI screen | Art Bible (UI direction) | UX Plan inventory | — |
Rules for reading, writing and editing inside this structure are in the
repo’s AGENTS.md (“Documents and the C4 model”).