# /create-architecture — Phase 1: System Layer Mapping > Part of `/create-architecture`. `SKILL.md` names when to read this file; the settings it > resolved and the rules under its later headings still apply here. ## Phase 1: System Layer Mapping Map every system from `systems-index.md` into an architecture layer. The standard game architecture layers are: ``` ┌─────────────────────────────────────────────┐ │ PRESENTATION LAYER │ ← UI, HUD, menus, VFX, audio ├─────────────────────────────────────────────┤ │ FEATURE LAYER │ ← gameplay systems, AI, quests ├─────────────────────────────────────────────┤ │ CORE LAYER │ ← physics, input, combat, movement ├─────────────────────────────────────────────┤ │ FOUNDATION LAYER │ ← engine integration, save/load, │ │ scene management, event bus ├─────────────────────────────────────────────┤ │ PLATFORM LAYER │ ← OS, hardware, engine API surface └─────────────────────────────────────────────┘ ``` For each GDD system, ask: - Which layer does it belong to? - What are its module boundaries? - What does it own exclusively? (data, state, behaviour) Present the proposed layer assignment and ask for approval before proceeding to the next section. Record the approved layer map in `production/session-state/active.md`; it goes into the document at Phase 7. **Engine awareness check**: For each system assigned to the Core and Foundation layers, flag if it touches a HIGH or MEDIUM risk engine domain. Show the relevant engine reference excerpt inline. ---