Director's Cut

Containers — L2 — the silo this document lives in. Zoom out for context; the map places every document.

Technical Design Document

Template — not started WBS Step 24 C4 · L1-L4 (holds the diagrams) Updated 2026-11-11

Template note — Step 24, Gameplay Engineer. This page is the living document for that work: fill it in as the task runs and keep it current. Delete this note when the document is real.

C4 position: L1-L4 (holds the diagrams). The C4 source of truth: context, container and component diagrams, then code standards and schemas.

This document holds the project’s C4 diagrams. Every other document and every asset names its position in this model; when the architecture changes, it changes here first and the decision is recorded in the Decision Log.

Level 1 — System Context

[Diagram (text or image): the game as one box. Around it: Player, platform/store systems, backend services, community/social, the docs site. One line per relationship: who does what with the system.]

Actor / external systemRelationship
Player[plays, saves, purchases…]
Store/platform[distribution, achievements, cloud saves]

Level 2 — Containers

ContainerResponsibilityTechnology
Game client[the playable game][engine + version, from Step 3]
Save/profile data[persistence][format/location]
Backend services (if any)[accounts, multiplayer, telemetry][ ]
Content/asset pipeline[how assets are built and imported][ ]
Docs site[this documentation]Hugo

Level 3 — Components (per container)

One block per component of the game client (repeat per container as needed).

[Component name] — in [container]

Responsibility: [one job] Interfaces: [what it exposes, what it calls] Design source: [the L3 doc that specifies it — Systems / Narrative / Levels / UX] Owned by: [role/skill]

Level 4 — Code

Engine and plugin plan

[Engine version and render pipeline (Step 3), plugins and why each is allowed in, upgrade policy.]