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Release v0.4.0: UX pipeline, game-dev improvements
## New Skills (9) - /quick-design: lightweight spec path for small changes (bypasses full GDD pipeline) - /story-readiness: validates stories are implementation-ready before pickup - /story-done: end-of-story completion review (criteria verification, deviation check, status update) - /sprint-status: fast 30-line sprint snapshot, read-only - /ux-design: guided section-by-section UX spec authoring (screen/flow/HUD/patterns) - /ux-review: UX spec validation with APPROVED/NEEDS REVISION/MAJOR REVISION verdict - /architecture-review, /create-architecture, /create-control-manifest, /create-epics-stories, /propagate-design-change, /review-all-gdds (pipeline completion) ## New Templates (7) - player-journey.md: 6-phase emotional arc, critical moments, retention hooks - difficulty-curve.md: difficulty axes, onboarding ramp, cross-system interactions - ux-spec.md: per-screen UX spec with states, interaction map, data requirements, events - hud-design.md: whole-game HUD with philosophy, info architecture, element specs - accessibility-requirements.md: project-wide accessibility tier commitment and audit - interaction-pattern-library.md: 26 standard + game-specific patterns with full state specs - architecture-traceability.md: GDD requirements to ADR coverage matrix ## Updated Skills & Templates - gate-check: Vertical Slice hard gate, playtesting strengthened, UX artifacts required - team-ui: full UX pipeline integration (/ux-design + /ux-review + accessibility-specialist) - game-design-document: Game Feel section (input latency, animation frames, impact moments) - implementation-agent-protocol: /story-done as explicit final step of every story - architecture-decision, design-system: pipeline completion updates Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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---
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name: team-ui
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description: "Orchestrate the UI team: coordinates ux-designer, ui-programmer, and art-director to design, implement, and polish a user interface feature from wireframe to final."
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description: "Orchestrate the UI team through the full UX pipeline: from UX spec authoring through visual design, implementation, review, and polish. Integrates with /ux-design, /ux-review, and studio UX templates."
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argument-hint: "[UI feature description]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
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@@ -16,6 +16,13 @@ The user must approve before moving to the next phase.
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- **ux-designer** — User flows, wireframes, accessibility, input handling
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- **ui-programmer** — UI framework, screens, widgets, data binding, implementation
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- **art-director** — Visual style, layout polish, consistency with art bible
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- **accessibility-specialist** — Audits accessibility compliance at Phase 4
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**Templates used by this pipeline:**
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- `ux-spec.md` — Standard screen/flow UX specification
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- `hud-design.md` — HUD-specific UX specification
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- `interaction-pattern-library.md` — Reusable interaction patterns
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- `accessibility-requirements.md` — Committed accessibility tier and requirements
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## How to Delegate
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@@ -23,48 +30,89 @@ Use the Task tool to spawn each team member as a subagent:
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- `subagent_type: ux-designer` — User flows, wireframes, accessibility, input handling
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- `subagent_type: ui-programmer` — UI framework, screens, widgets, data binding
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- `subagent_type: art-director` — Visual style, layout polish, art bible consistency
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- `subagent_type: accessibility-specialist` — Accessibility compliance audit
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Always provide full context in each agent's prompt (feature requirements, existing UI patterns, platform targets). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 4 review agents can run simultaneously).
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## Pipeline
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### Phase 1: UX Design
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Delegate to **ux-designer**:
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- Define the user flow for this feature (entry points, states, exit points)
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- Create wireframes for each screen/state
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- Specify interaction patterns: how does keyboard/mouse AND gamepad navigate this?
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- Define accessibility requirements: text sizes, contrast, colorblind safety
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- Identify data the UI needs to display (what game state does it read?)
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- Output: UX spec with wireframes and interaction map
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### Phase 1a: Context Gathering
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Before designing anything, read and synthesize:
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- `design/gdd/game-concept.md` — platform targets and intended audience
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- `design/player-journey.md` — player's state and context when they reach this screen
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- All GDD UI Requirements sections relevant to this feature
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- `design/ux/interaction-patterns.md` — existing patterns to reuse (not reinvent)
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- `design/accessibility-requirements.md` — committed accessibility tier (e.g., Basic, Enhanced, Full)
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Summarize the context in a brief for the ux-designer: what the player is doing, what they need, what constraints apply, and which existing patterns are relevant.
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### Phase 1b: UX Spec Authoring
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Invoke `/ux-design [feature name]` skill OR delegate directly to ux-designer to produce `design/ux/[feature-name].md` following the `ux-spec.md` template.
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If designing the HUD, use the `hud-design.md` template instead of `ux-spec.md`.
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> **Notes on special cases:**
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> - For HUD design specifically, invoke `/ux-design` with `argument: hud` (e.g., `/ux-design hud`).
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> - For the interaction pattern library, run `/ux-design patterns` once at project start and update it whenever new patterns are introduced during later phases.
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Output: `design/ux/[feature-name].md` with all required spec sections filled.
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### Phase 1c: UX Review
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After the spec is complete, invoke `/ux-review design/ux/[feature-name].md`.
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**Gate**: Do not proceed to Phase 2 until the verdict is APPROVED. If the verdict is NEEDS REVISION, the ux-designer must address the flagged issues and re-run the review. The user may explicitly accept a NEEDS REVISION risk and proceed, but this must be a conscious decision — present the specific concerns via `AskUserQuestion` before asking whether to proceed.
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### Phase 2: Visual Design
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Delegate to **art-director**:
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- Review wireframes against the art bible
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- Define visual treatment: colors, typography, spacing, animations
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- Specify asset requirements (icons, backgrounds, decorative elements)
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- Ensure consistency with existing UI screens
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- Output: visual design spec with style notes
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- Review the full UX spec (flows, wireframes, interaction patterns, accessibility notes) — not just the wireframe images
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- Apply visual treatment from the art bible: colors, typography, spacing, animation style
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- Check that visual design preserves accessibility compliance: verify color contrast ratios, and confirm color is never the only indicator of state (shape, text, or icon must reinforce it)
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- Specify all asset requirements needed from the art pipeline: icons at specified sizes, background textures, fonts, decorative elements — with precise dimensions and format requirements
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- Ensure consistency with existing implemented UI screens
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- Output: visual design spec with style notes and asset manifest
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### Phase 3: Implementation
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Delegate to **ui-programmer**:
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- Implement the UI following the UX spec and visual design
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- Ensure UI NEVER owns or modifies game state — display only, events for actions
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- All text through localization system — no hardcoded strings
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- Support both input methods (keyboard/mouse + gamepad)
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- Implement accessibility features (text scaling, colorblind mode support)
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- Implement the UI following the UX spec and visual design spec
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- **Use patterns from `design/ux/interaction-patterns.md`** — do not reinvent patterns that are already specified. If a pattern almost fits but needs modification, note the deviation and flag it for ux-designer review.
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- **UI NEVER owns or modifies game state** — display only; emit events for all player actions
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- All text through the localization system — no hardcoded player-facing strings
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- Support both input methods (keyboard/mouse AND gamepad)
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- Implement accessibility features per the committed tier in `design/accessibility-requirements.md`
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- Wire up data binding to game state
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- **If any new interaction pattern is created during implementation** (i.e., something not already in the pattern library), add it to `design/ux/interaction-patterns.md` before marking implementation complete
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- Output: implemented UI feature
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### Phase 4: Review (parallel)
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Delegate in parallel:
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- **ux-designer**: Verify implementation matches wireframes and interaction spec. Test keyboard-only and gamepad-only navigation. Check accessibility.
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- **ux-designer**: Verify implementation matches wireframes and interaction spec. Test keyboard-only and gamepad-only navigation. Check accessibility features function correctly.
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- **art-director**: Verify visual consistency with art bible. Check at minimum and maximum supported resolutions.
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- **accessibility-specialist**: Verify compliance against the committed accessibility tier documented in `design/accessibility-requirements.md`. Flag any violations as blockers.
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All three review streams must report before proceeding to Phase 5.
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### Phase 5: Polish
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- Address review feedback
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- Verify animations are skippable and respect motion preferences
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- Confirm UI sounds trigger through audio event system
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- Address all review feedback
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- Verify animations are skippable and respect the player's motion reduction preferences
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- Confirm UI sounds trigger through the audio event system (no direct audio calls)
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- Test at all supported resolutions and aspect ratios
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- **Verify `design/ux/interaction-patterns.md` is up to date** — if any new patterns were introduced during this feature's implementation, confirm they have been added to the library
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- **Confirm all HUD elements respect the visual budget** defined in `design/ux/hud.md` (element count, screen region allocations, maximum opacity values)
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## Quick Reference — When to Use Which Skill
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- `/ux-design` — Author a new UX spec for a screen, flow, or HUD from scratch
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- `/ux-review` — Validate a completed UX spec before implementation
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- `/team-ui [feature]` — Full pipeline from concept through polish (calls `/ux-design` and `/ux-review` internally)
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- `/quick-design` — Small UI changes that don't need a full new UX spec
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## Output
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A summary report covering: UX spec status, visual design status, implementation status, accessibility compliance, input method support, and any outstanding issues.
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A summary report covering: UX spec status, UX review verdict, visual design status, implementation status, accessibility compliance, input method support, interaction pattern library update status, and any outstanding issues.
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