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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---
name: ux-review
description: "Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps."
argument-hint: "[file-path or 'all' or 'hud' or 'patterns']"
user-invocable: true
allowed-tools: Read, Glob, Grep
context: fork
agent: ux-designer
---
## Overview
Validates UX design documents before they enter the implementation pipeline.
Acts as the quality gate between UX Design and Visual Design/Implementation in
the `/team-ui` pipeline.
**Run this skill:**
- After completing a UX spec with `/ux-design`
- Before handing off to `ui-programmer` or `art-director`
- Before the Pre-Production to Production gate check (which requires key screens
to have reviewed UX specs)
- After major revisions to a UX spec
**Verdict levels:**
- **APPROVED** — spec is complete, consistent, and implementation-ready
- **NEEDS REVISION** — specific gaps found; fix before handoff but not a full redesign
- **MAJOR REVISION NEEDED** — fundamental issues with scope, player need, or
completeness; needs significant rework
---
## Phase 1: Parse Arguments
- **Specific file path** (e.g., `/ux-review design/ux/inventory.md`): validate
that one document
- **`all`**: find all files in `design/ux/` and validate each
- **`hud`**: validate `design/ux/hud.md` specifically
- **`patterns`**: validate `design/ux/interaction-patterns.md` specifically
- **No argument**: ask the user which spec to validate
For `all`, output a summary table first (file | verdict | primary issue) then
full detail for each.
---
## Phase 2: Load Cross-Reference Context
Before validating any spec, load:
1. The accessibility tier committed to in `design/accessibility-requirements.md`
(if it exists)
2. The interaction pattern library at `design/ux/interaction-patterns.md` (if
it exists)
3. The GDDs referenced in the spec's header (read their UI Requirements sections)
4. The player journey map at `design/player-journey.md` (if it exists) for
context-arrival validation
---
## Phase 3A: UX Spec Validation Checklist
Run all checks against a `ux-spec.md`-based document.
### Completeness (required sections)
- [ ] Document header present with Status, Author, Platform Target
- [ ] Purpose & Player Need — has a player-perspective need statement (not
developer-perspective)
- [ ] Player Context on Arrival — describes player's state and prior activity
- [ ] Navigation Position — shows where screen sits in hierarchy
- [ ] Entry & Exit Points — all entry sources and exit destinations documented
- [ ] Layout Specification — zones defined, component inventory table present
- [ ] States & Variants — at minimum: loading, empty/populated, and error states
documented
- [ ] Interaction Map — covers all target input methods (check platform target
in header)
- [ ] Data Requirements — every displayed data element has a source system and owner
- [ ] Events Fired — every player action has a corresponding event or null
explanation
- [ ] Transitions & Animations — at least enter/exit transitions specified
- [ ] Accessibility Requirements — screen-level requirements present
- [ ] Localization Considerations — max character counts for text elements
- [ ] Acceptance Criteria — at least 5 specific testable criteria
### Quality Checks
**Player Need Clarity**
- [ ] Purpose is written from player perspective, not system/developer perspective
- [ ] Player goal on arrival is unambiguous ("The player arrives wanting to ___")
- [ ] The player context on arrival is specific (not just "they opened the
inventory")
**Completeness of States**
- [ ] Error state is documented (not just happy path)
- [ ] Empty state is documented (no data scenario)
- [ ] Loading state is documented if the screen fetches async data
- [ ] Any state with a timer or auto-dismiss is documented with duration
**Input Method Coverage**
- [ ] If platform includes PC: keyboard-only navigation is fully specified
- [ ] If platform includes console/gamepad: d-pad navigation and face button
mapping documented
- [ ] No interaction requires mouse-like precision on gamepad
- [ ] Focus order is defined (Tab order for keyboard, d-pad order for gamepad)
**Data Architecture**
- [ ] No data element has "UI" listed as the owner (UI must not own game state)
- [ ] Update frequency is specified for all real-time data (not just "realtime" —
what triggers update?)
- [ ] Null handling is specified for all data elements (what shows when data is
unavailable?)
**Accessibility**
- [ ] Accessibility tier from `accessibility-requirements.md` is matched or exceeded
- [ ] If Basic tier: no color-only information indicators
- [ ] If Standard tier+: focus order documented, text contrast ratios specified
- [ ] If Comprehensive tier+: screen reader announcements for key state changes
- [ ] Colorblind check: any color-coded elements have non-color alternatives
**GDD Alignment**
- [ ] Every GDD UI Requirement referenced in the header is addressed in this spec
- [ ] No UI element displays or modifies game state without a corresponding GDD
requirement
- [ ] No GDD UI Requirement is missing from this spec (cross-check the referenced
GDD sections)
**Pattern Library Consistency**
- [ ] All interactive components reference the pattern library (or note they are
new patterns)
- [ ] No pattern behavior is re-specified from scratch if it already exists in
the pattern library
- [ ] Any new patterns invented in this spec are flagged for addition to the
pattern library
**Localization**
- [ ] Character limit warnings present for all text-heavy elements
- [ ] Any layout-critical text has been flagged for 40% expansion accommodation
**Acceptance Criteria Quality**
- [ ] Criteria are specific enough for a QA tester who hasn't seen the design docs
- [ ] Performance criterion present (screen opens within Xms)
- [ ] Resolution criterion present
- [ ] No criterion requires reading another document to evaluate
---
## Phase 3B: HUD Validation Checklist
Run all checks against a `hud-design.md`-based document.
### Completeness
- [ ] HUD Philosophy defined
- [ ] Information Architecture table covers ALL systems with UI Requirements in GDDs
- [ ] Layout Zones defined with safe zone margins for all target platforms
- [ ] Every HUD element has a full specification (zone, visibility trigger, data
source, priority)
- [ ] HUD States by Gameplay Context covers at minimum: exploration, combat,
dialogue/cutscene, paused
- [ ] Visual Budget defined (max simultaneous elements, max screen %)
- [ ] Platform Adaptation covers all target platforms
- [ ] Tuning Knobs present for player-adjustable elements
### Quality Checks
- [ ] No HUD element covers the center play area without a visibility rule to
hide it
- [ ] Every information item that exists in any GDD is either in the HUD or
explicitly categorized as "hidden/demand"
- [ ] All color-coded HUD elements have colorblind variants
- [ ] HUD elements in the Feedback & Notification section have queue/priority
behavior defined
- [ ] Visual Budget compliance: total simultaneous elements is within budget
### GDD Alignment
- [ ] All systems in `design/gdd/systems-index.md` with UI category have
representation in HUD (or justified absence)
---
## Phase 3C: Pattern Library Validation Checklist
- [ ] Pattern catalog index is current (matches actual patterns in document)
- [ ] All standard control patterns are specified: button variants, toggle,
slider, dropdown, list, grid, modal, dialog, toast, tooltip, progress bar,
input field, tab bar, scroll
- [ ] All game-specific patterns needed by current UX specs are present
- [ ] Each pattern has: When to Use, When NOT to Use, full state specification,
accessibility spec, implementation notes
- [ ] Animation Standards table present
- [ ] Sound Standards table present
- [ ] No conflicting behaviors between patterns (e.g., "Back" behavior consistent
across all navigation patterns)
---
## Phase 4: Output the Verdict
```markdown
## UX Review: [Document Name]
**Date**: [date]
**Reviewer**: ux-review skill
**Document**: [file path]
**Platform Target**: [from header]
**Accessibility Tier**: [from header or accessibility-requirements.md]
### Completeness: [X/Y sections present]
- [x] Purpose & Player Need
- [ ] States & Variants — MISSING: error state not documented
### Quality Issues: [N found]
1. **[Issue title]** [BLOCKING / ADVISORY]
- What's wrong: [specific description]
- Where: [section name]
- Fix: [specific action to take]
### GDD Alignment: [ALIGNED / GAPS FOUND]
- GDD [name] UI Requirements — [X/Y requirements covered]
- Missing: [list any uncovered GDD requirements]
### Accessibility: [COMPLIANT / GAPS / NON-COMPLIANT]
- Target tier: [tier]
- [list specific accessibility findings]
### Pattern Library: [CONSISTENT / INCONSISTENCIES FOUND]
- [findings]
### Verdict: APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED
**Blocking issues**: [N] — must be resolved before implementation
**Advisory issues**: [N] — recommended but not blocking
[For APPROVED]: This spec is ready for handoff to `/team-ui` Phase 2
(Visual Design).
[For NEEDS REVISION]: Address the [N] blocking issues above, then re-run
`/ux-review`.
[For MAJOR REVISION NEEDED]: The spec has fundamental gaps in [areas].
Recommend returning to `/ux-design` to rework [sections].
```
---
## Phase 5: Collaborative Protocol
This skill is READ-ONLY — it never edits or writes files. It reports findings only.
After delivering the verdict:
- For **APPROVED**: suggest running `/team-ui` to begin implementation coordination
- For **NEEDS REVISION**: offer to help fix specific gaps ("Would you like me to
help draft the missing error state?") — but do not auto-fix; wait for user
instruction
- For **MAJOR REVISION NEEDED**: suggest returning to `/ux-design` with the
specific sections to rework
Never block the user from proceeding — the verdict is advisory. Document risks,
present findings, let the user decide whether to proceed despite concerns. A user
who chooses to proceed with a NEEDS REVISION spec takes on the documented risk.