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Add v0.5.0: CCGS Skill Testing Framework, skill-improve, 4 new skills, director gate path fixes
- Add CCGS Skill Testing Framework: self-contained QA layer with 72 skill specs, 49 agent specs, catalog.yaml, quality-rubric.md, templates, README, CLAUDE.md - Add /skill-improve: test-fix-retest loop covering static + category checks - Add 4 missing skills: /art-bible, /asset-spec, /day-one-patch, /security-audit - Add /skill-test category mode (Phase 2D) with quality rubric evaluation - Extend /skill-test audit to cover agent specs alongside skill specs - Update all skill-test and skill-improve path refs to CCGS Skill Testing Framework/ - Remove stale tests/skills/ directory (superseded by CCGS Skill Testing Framework) - Add director gate intensity modes (full/lean/solo) to gate-check and related skills Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -3,8 +3,7 @@ name: ux-design
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description: "Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates."
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argument-hint: "[screen/flow name] or 'hud' or 'patterns'"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion
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context: fork
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allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, Task
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agent: ux-designer
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---
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@@ -81,9 +80,8 @@ so you can reference them rather than reinvent them.
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### 2f: Art Bible
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Check for `docs/art-bible.md` or `design/art-bible.md`. If found, read the
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visual direction section. UX layout must align with the aesthetic commitments
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already made.
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Check for `design/art/art-bible.md`. If found, read the visual direction
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section. UX layout must align with the aesthetic commitments already made.
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### 2g: Accessibility Requirements
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@@ -162,6 +160,18 @@ Ask: "May I create the skeleton file at `design/ux/[filename].md`?"
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---
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## Navigation Position
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[To be designed]
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---
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## Entry & Exit Points
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[To be designed]
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---
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## Layout Specification
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### Information Hierarchy
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@@ -194,6 +204,18 @@ Ask: "May I create the skeleton file at `design/ux/[filename].md`?"
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---
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## Events Fired
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[To be designed]
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---
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## Transitions & Animations
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[To be designed]
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---
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## Data Requirements
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[To be designed]
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@@ -206,6 +228,18 @@ Ask: "May I create the skeleton file at `design/ux/[filename].md`?"
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---
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## Localization Considerations
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[To be designed]
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---
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## Acceptance Criteria
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[To be designed]
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---
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## Open Questions
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[To be designed]
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@@ -383,6 +417,40 @@ Offer to map this against the journey phases if the player journey doc exists.
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---
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#### Section B2: Navigation Position
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Where does this screen sit in the game's navigation hierarchy? This is a one-paragraph orientation map — not a full flow diagram.
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**Questions to ask**:
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- "Is this screen accessed from the main menu, from pause, from within gameplay, or from another screen?"
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- "Is it a top-level destination (always reachable) or a context-dependent one (only accessible in certain states)?"
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- "Can the player reach this screen from more than one place in the game?"
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Present as: "This screen lives at: [root] → [parent] → [this screen]" plus any alternate entry paths.
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---
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#### Section B3: Entry & Exit Points
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Map every way the player can arrive at and leave this screen.
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**Questions to ask**:
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- "What are all the ways a player can reach this screen?" (List each trigger: button press, game event, redirect from another screen, etc.)
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- "What can the player do to exit? What happens when they do?" (Back button, confirm action, timeout, game event)
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- "Are there any exits that are one-way — where the player cannot return to this screen without starting over?"
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Present as two tables:
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| Entry Source | Trigger | Player carries this context |
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|---|---|---|
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| [screen/event] | [how] | [state/data they arrive with] |
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| Exit Destination | Trigger | Notes |
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|---|---|---|
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| [screen/event] | [how] | [any irreversible state changes] |
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---
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#### Section C: Layout Specification
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This is the largest and most interactive section. Work through it in sub-sections:
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@@ -459,6 +527,41 @@ an existing UX spec or note it as a spec dependency.
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---
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#### Section E2: Events Fired
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For every player action in the Interaction Map, document the corresponding event the game or analytics system should fire — or explicitly note "no event" if none applies.
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**Questions to ask**:
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- "For each action, should the game fire an analytics event, trigger a game-state change, or both?"
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- "Are there any actions that should NOT fire an event — and is that a deliberate choice?"
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Present as a table alongside the Interaction Map:
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| Player Action | Event Fired | Payload / Data |
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| [action] | [EventName] or none | [data passed with event] |
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Flag any action that modifies persistent game state (save data, progress, economy) — these need explicit attention from the architecture team.
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---
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#### Section E3: Transitions & Animations
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Specify how the screen enters and exits, and how it responds to state changes.
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**Questions to ask**:
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- "How does this screen appear? (fade in, slide from right, instant pop, scale from button)"
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- "How does it dismiss? (fade out, slide back, cut)"
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- "Are there any in-screen state transitions that need animation? (loading spinner, success state, error flash)"
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- "Is there any animation that could cause motion sickness — and does the game have a reduced-motion option?"
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Minimum required:
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- Screen enter transition
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- Screen exit transition
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- At least one state-change animation if the screen has multiple states
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---
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#### Section F: Data Requirements
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Cross-reference the GDD UI Requirements sections gathered in Phase 2.
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@@ -499,6 +602,45 @@ Use `AskUserQuestion` to surface any open questions on accessibility tier:
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---
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#### Section H: Localization Considerations
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Document constraints that affect how this screen behaves when text is translated.
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**Questions to ask**:
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- "Which text elements on this screen are the longest? What is the maximum character count that fits the layout?"
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- "Are there any elements where text length is layout-critical — e.g., a button label that must stay on one line?"
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- "Are there any elements that display numbers, dates, or currencies that need locale-specific formatting?"
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Note: aim to flag any element where a 40% text expansion (common in translations from English to German or French) would break the layout. Mark those as HIGH PRIORITY for the localization engineer.
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---
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#### Section I: Acceptance Criteria
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Write at least 5 specific, testable criteria that a QA tester can verify without reading any other design document. These become the pass/fail conditions for `/story-done`.
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**Format**: Use checkboxes. Each criterion must be verifiable by a human tester:
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```
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- [ ] Screen opens within [X]ms from [trigger]
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- [ ] [Element] displays correctly at [minimum] and [maximum] values
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- [ ] [Navigation action] correctly routes to [destination screen]
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- [ ] Error state appears when [condition] and shows [specific message or icon]
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- [ ] Keyboard/gamepad navigation reaches all interactive elements in logical order
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- [ ] [Accessibility requirement] is met — e.g., "all interactive elements have focus indicators"
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```
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**Minimum required**:
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- 1 performance criterion (load/open time)
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- 1 navigation criterion (at least one entry or exit path verified)
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- 1 error/empty state criterion
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- 1 accessibility criterion (per committed tier)
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- 1 criterion specific to this screen's core purpose
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Ask the user to confirm: "Do these criteria cover what would actually make this screen 'done' for your QA process?"
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---
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### Section Guidance: HUD Design Mode
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HUD design follows a different order from UX spec mode. Begin with philosophy;
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@@ -699,14 +841,23 @@ Update `production/session-state/active.md` with:
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### 6b: Suggest Next Step
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Use `AskUserQuestion`:
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- "The spec is complete. What's next?"
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Before presenting options, state clearly:
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> "This spec should be validated with `/ux-review` before it enters the
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> implementation pipeline. The Pre-Production gate requires all key screen specs
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> to have a review verdict."
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Then use `AskUserQuestion`:
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- "Run `/ux-review [filename]` now, or do something else first?"
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- Options:
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- "Run `/ux-review` to validate this spec"
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- "Design another screen"
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- "Run `/ux-review` now — validate this spec"
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- "Design another screen first, then review all specs together"
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- "Update the interaction pattern library with new patterns from this spec"
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- "Stop here for this session"
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If the user picks "Design another screen first", add a note: "Reminder: run
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`/ux-review` on all completed specs before running `/gate-check pre-production`."
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### 6c: Cross-Link Related Specs
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If other UX specs link to or from this screen, note which ones should reference
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@@ -740,7 +891,7 @@ specific sub-topics, additional context or coordination may be needed:
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| Implementation feasibility (engine constraints) | `ui-programmer` — before finalizing component inventory |
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| Gameplay data requirements | `game-designer` — when data ownership is unclear |
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| Narrative/lore visible in the UI | `narrative-director` — for flavor text, item names, lore panels |
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| Accessibility tier decisions | `ux-designer` (owns this) |
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| Accessibility tier decisions | Handled by this session — owned by ux-designer |
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When delegating to another agent via the Task tool:
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- Provide: screen name, game concept summary, the specific question needing expert input
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