Individual skill

scene-organization

Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns

skills/scene-organization/SKILL.md

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# Scene Organization

A guide for structuring Godot 4.3+ scene trees: when to split, when to compose, and how nodes should communicate.

> **Related skills:** **component-system** for composition patterns, **event-bus** for decoupled communication, **godot-brainstorming** for scene tree planning, **2d-essentials** for TileMapLayer and CanvasLayer organization.

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## 1. Core Principle

Scenes are building blocks. Each scene encapsulates exactly one concept — a player, an enemy, a health bar, a weapon. A scene should be understandable in isolation, reusable without modification, and replaceable without breaking its neighbors.

> One scene = one responsibility. If you struggle to name a scene in two words or fewer, it is probably doing too much.
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