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* Add /vertical-slice skill, prototype overhaul, and workflow integration - Add /vertical-slice skill for pre-production validation (Phase 4 gate) - Overhaul /prototype skill with two-mode design: concept prototype (Phase 1) vs vertical slice (Phase 4), with clearer differentiation and higher standards for VS - Update prototyper agent to own both prototype and vertical-slice workflows - Add prototype-report.md and vertical-slice-report.md output templates - Update WORKFLOW-GUIDE, quick-start, skills-reference, agent-coordination-map, and skill-flow-diagrams to fully integrate both skills into the 7-phase pipeline - Remove orphaned empty quick-prototype/ directory Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * sync v1 counts + polish Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add entity inventory flow, relax vertical-slice gate, improve UX authoring prompts - /asset-spec: new Phase 0b entity & screen inventory when no argument and no existing inventory — reads GDDs/art-bible, proposes categorized list, writes design/assets/entity-inventory.md collaboratively - /asset-spec: entity/character target falls back to inline user description when no source doc exists, rather than failing - /gate-check: vertical slice changed from blocking to CONCERNS-only when absent; built-but-broken slice still fails; adds entity inventory as gate artifact - /ux-design: convert inline approval prompts to AskUserQuestion for structured option capture at key authoring decision points - workflow-catalog.yaml: entity-inventory step added to pre-production; UX spec min_count raised to 3; vertical-slice and prototype marked required: false with updated descriptions - .gitignore: exclude marrow/ eval tooling directory Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * Add missing AskUserQuestion widgets to 7 skills Audit found 11 decision points across 7 skills where structured option prompts were missing — using plain text, auto-selection, or no gate at all. Skills patched: - create-epics: per-epic approval + producer CONCERNS verdict - sprint-plan: producer CONCERNS verdict with scope/timeline options - milestone-review: AT RISK / OFF TRACK producer verdicts require acknowledgement - retrospective: existing-retro handling converted from plain text [A]/[B] - quick-design: classification confirmation + draft approve/revise/redirect - tech-debt add mode: category (6 options) + effort (S/M/L/XL) structured capture - regression-suite: no-arg mode selection instead of silent auto-detect - hotfix: severity confirmation gate before workflow begins Also added AskUserQuestion to allowed-tools headers for retrospective, quick-design, tech-debt, regression-suite, and hotfix. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * Prep v1 stable: fix WORKFLOW-GUIDE counts, stale agent names, and skill model fields - WORKFLOW-GUIDE.md: correct agent count (48→49), skill count (66/68→73), add 6 missing skills to Appendix B, fix Creative category count (2→4), replace 3 non-existent agent names with correct ue-*/unity-* specialists, add missing godot-csharp/gdextension specialists to hierarchy, fix production/stories/ paths → production/epics/ - coordination-rules.md: replace "not yet used" with opt-in env var note - quick-start.md: rename duplicate "Validate the concept" label → "Prototype the mechanic" - skill-flow-diagrams.md: remove duplicate legacy UX pipeline section - All 62 skills missing model: field now have explicit model: sonnet Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: comprehensive skill audit — consistency, UX, and flow gaps Two-pass audit fixing ~35 bugs across 41 files. Pre-production flow: - Brainstorm next-steps split into Path A (design-first) and Path B (prototype-first) — eliminates "prototype after architecture" confusion - /architecture-review added to pre-production flow in brainstorm and create-architecture handoffs - gate-check traceability check corrected to requirements-traceability.md - dev-story TR registry error now points to /architecture-review (not /create-epics) - start now writes production/stage.txt on first onboarding AskUserQuestion gaps filled: - balance-check, code-review, hotfix, day-one-patch, consistency-check all gain closing widgets and/or missing allowed-tools declarations - hotfix git branch creation now requires user confirmation - sprint-plan review-mode setup moved to Phase 0 (before gates run) - team-combat gains architecture→implementation approval gate - design-review APPROVED path consolidated from 3 widgets to 1 multiSelect All 9 team-* skills: - Phase 0 review-mode resolution added (solo/lean/full now respected) - team-audio output path fixed (design/gdd/ → design/audio/) - team-level final doc compilation delegated to level-designer subagent - team-narrative localization-lead added to composition list - team-qa sprint path fixed (flat files, not directories) - team-release NO-GO override captures written justification - team-live-ops Cancel verdict now explicitly BLOCKED Other fixes: - Art bible path standardized to design/art/art-bible.md (3 wrong refs) - AD-PHASE-GATE added to lean-mode skip list in director-gates.md - design-system duplicate 5d heading fixed; skeleton decline path added; mandatory agent spawns now respect review mode - story-readiness acceptance criteria thresholds now type-aware - create-stories gains multi-ADR and no-ADR handling guidance - consistency-check creates docs/consistency-failures.md on first run - retrospective frontmatter bash injection replaced with explicit Bash call - smoke-check ls -t gains PowerShell fallback - Conventional Commits format documented in coding-standards.md - gate-check: ADR acceptance gate, QA plan check, chain-of-verification tool-action requirement all added Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: expose --review flag in argument-hints for all team-* skills All 9 team-* skills already implement Phase 0 review-mode resolution internally (full/lean/solo), but none advertised [--review full|lean|solo] in their argument-hint. Users had no way to discover the per-run override. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add SECURITY.md with coordinated disclosure policy Defines scope, reporting process (GitHub private vulnerability reporting), contributor security guidelines for hooks/skills/agents, and 90-day coordinated disclosure timeline. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add CONTRIBUTING.md with framework contribution guidelines Covers what PRs are welcome, skill/hook/agent technical requirements, the collaborative principle, testing expectations, commit format, and platform compatibility requirements. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add v1.0.0-beta → v1.0 upgrade section to UPGRADING.md Documents the 17 commits since the beta tag: new /vertical-slice gate, entity inventory flow in /map-systems, AskUserQuestion widgets across 7 skills, --review flag exposure on team-* skills, bug fixes (#21, #36, #42, #43, #45), and the new CONTRIBUTING.md and SECURITY.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
264 lines
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264 lines
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Markdown
---
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name: ux-review
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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."
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argument-hint: "[file-path or 'all' or 'hud' or 'patterns']"
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user-invocable: true
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allowed-tools: Read, Glob, Grep
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model: sonnet
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agent: ux-designer
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---
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## Overview
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Validates UX design documents before they enter the implementation pipeline.
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Acts as the quality gate between UX Design and Visual Design/Implementation in
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the `/team-ui` pipeline.
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**Run this skill:**
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- After completing a UX spec with `/ux-design`
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- Before handing off to `ui-programmer` or `art-director`
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- Before the Pre-Production to Production gate check (which requires key screens
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to have reviewed UX specs)
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- After major revisions to a UX spec
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**Verdict levels:**
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- **APPROVED** — spec is complete, consistent, and implementation-ready
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- **NEEDS REVISION** — specific gaps found; fix before handoff but not a full redesign
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- **MAJOR REVISION NEEDED** — fundamental issues with scope, player need, or
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completeness; needs significant rework
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---
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## Phase 1: Parse Arguments
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- **Specific file path** (e.g., `/ux-review design/ux/inventory.md`): validate
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that one document
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- **`all`**: find all files in `design/ux/` and validate each
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- **`hud`**: validate `design/ux/hud.md` specifically
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- **`patterns`**: validate `design/ux/interaction-patterns.md` specifically
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- **No argument**: ask the user which spec to validate
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For `all`, output a summary table first (file | verdict | primary issue) then
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full detail for each.
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---
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## Phase 2: Load Cross-Reference Context
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Before validating any spec, load:
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1. **Input & Platform config**: Read `.claude/docs/technical-preferences.md` and
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extract `## Input & Platform`. This is the authoritative source for which input
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methods the game supports — use it to drive the Input Method Coverage checks in
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Phase 3A, not the spec's own header. If unconfigured, fall back to the spec header.
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2. The accessibility tier committed to in `design/accessibility-requirements.md`
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(if it exists)
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3. The interaction pattern library at `design/ux/interaction-patterns.md` (if
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it exists)
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4. The GDDs referenced in the spec's header (read their UI Requirements sections)
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5. The player journey map at `design/player-journey.md` (if it exists) for
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context-arrival validation
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---
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## Phase 3A: UX Spec Validation Checklist
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Run all checks against a `ux-spec.md`-based document.
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### Completeness (required sections)
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- [ ] Document header present with Status, Author, Platform Target
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- [ ] Purpose & Player Need — has a player-perspective need statement (not
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developer-perspective)
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- [ ] Player Context on Arrival — describes player's state and prior activity
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- [ ] Navigation Position — shows where screen sits in hierarchy
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- [ ] Entry & Exit Points — all entry sources and exit destinations documented
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- [ ] Layout Specification — zones defined, component inventory table present
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- [ ] States & Variants — at minimum: loading, empty/populated, and error states
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documented
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- [ ] Interaction Map — covers all target input methods (check platform target
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in header)
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- [ ] Data Requirements — every displayed data element has a source system and owner
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- [ ] Events Fired — every player action has a corresponding event or null
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explanation
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- [ ] Transitions & Animations — at least enter/exit transitions specified
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- [ ] Accessibility Requirements — screen-level requirements present
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- [ ] Localization Considerations — max character counts for text elements
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- [ ] Acceptance Criteria — at least 5 specific testable criteria
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### Quality Checks
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**Player Need Clarity**
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- [ ] Purpose is written from player perspective, not system/developer perspective
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- [ ] Player goal on arrival is unambiguous ("The player arrives wanting to ___")
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- [ ] The player context on arrival is specific (not just "they opened the
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inventory")
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**Completeness of States**
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- [ ] Error state is documented (not just happy path)
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- [ ] Empty state is documented (no data scenario)
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- [ ] Loading state is documented if the screen fetches async data
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- [ ] Any state with a timer or auto-dismiss is documented with duration
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**Input Method Coverage**
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- [ ] If platform includes PC: keyboard-only navigation is fully specified
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- [ ] If platform includes console/gamepad: d-pad navigation and face button
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mapping documented
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- [ ] No interaction requires mouse-like precision on gamepad
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- [ ] Focus order is defined (Tab order for keyboard, d-pad order for gamepad)
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**Data Architecture**
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- [ ] No data element has "UI" listed as the owner (UI must not own game state)
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- [ ] Update frequency is specified for all real-time data (not just "realtime" —
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what triggers update?)
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- [ ] Null handling is specified for all data elements (what shows when data is
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unavailable?)
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**Accessibility**
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- [ ] Accessibility tier from `accessibility-requirements.md` is matched or exceeded
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- [ ] If Basic tier: no color-only information indicators
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- [ ] If Standard tier+: focus order documented, text contrast ratios specified
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- [ ] If Comprehensive tier+: screen reader announcements for key state changes
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- [ ] Colorblind check: any color-coded elements have non-color alternatives
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**GDD Alignment**
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- [ ] Every GDD UI Requirement referenced in the header is addressed in this spec
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- [ ] No UI element displays or modifies game state without a corresponding GDD
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requirement
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- [ ] No GDD UI Requirement is missing from this spec (cross-check the referenced
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GDD sections)
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**Pattern Library Consistency**
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- [ ] All interactive components reference the pattern library (or note they are
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new patterns)
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- [ ] No pattern behavior is re-specified from scratch if it already exists in
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the pattern library
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- [ ] Any new patterns invented in this spec are flagged for addition to the
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pattern library
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**Localization**
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- [ ] Character limit warnings present for all text-heavy elements
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- [ ] Any layout-critical text has been flagged for 40% expansion accommodation
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**Acceptance Criteria Quality**
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- [ ] Criteria are specific enough for a QA tester who hasn't seen the design docs
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- [ ] Performance criterion present (screen opens within Xms)
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- [ ] Resolution criterion present
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- [ ] No criterion requires reading another document to evaluate
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---
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## Phase 3B: HUD Validation Checklist
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Run all checks against a `hud-design.md`-based document.
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### Completeness
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- [ ] HUD Philosophy defined
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- [ ] Information Architecture table covers ALL systems with UI Requirements in GDDs
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- [ ] Layout Zones defined with safe zone margins for all target platforms
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- [ ] Every HUD element has a full specification (zone, visibility trigger, data
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source, priority)
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- [ ] HUD States by Gameplay Context covers at minimum: exploration, combat,
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dialogue/cutscene, paused
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- [ ] Visual Budget defined (max simultaneous elements, max screen %)
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- [ ] Platform Adaptation covers all target platforms
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- [ ] Tuning Knobs present for player-adjustable elements
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### Quality Checks
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- [ ] No HUD element covers the center play area without a visibility rule to
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hide it
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- [ ] Every information item that exists in any GDD is either in the HUD or
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explicitly categorized as "hidden/demand"
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- [ ] All color-coded HUD elements have colorblind variants
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- [ ] HUD elements in the Feedback & Notification section have queue/priority
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behavior defined
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- [ ] Visual Budget compliance: total simultaneous elements is within budget
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### GDD Alignment
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- [ ] All systems in `design/gdd/systems-index.md` with UI category have
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representation in HUD (or justified absence)
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---
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## Phase 3C: Pattern Library Validation Checklist
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- [ ] Pattern catalog index is current (matches actual patterns in document)
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- [ ] All standard control patterns are specified: button variants, toggle,
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slider, dropdown, list, grid, modal, dialog, toast, tooltip, progress bar,
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input field, tab bar, scroll
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- [ ] All game-specific patterns needed by current UX specs are present
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- [ ] Each pattern has: When to Use, When NOT to Use, full state specification,
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accessibility spec, implementation notes
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- [ ] Animation Standards table present
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- [ ] Sound Standards table present
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- [ ] No conflicting behaviors between patterns (e.g., "Back" behavior consistent
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across all navigation patterns)
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---
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## Phase 4: Output the Verdict
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```markdown
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## UX Review: [Document Name]
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**Date**: [date]
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**Reviewer**: ux-review skill
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**Document**: [file path]
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**Platform Target**: [from header]
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**Accessibility Tier**: [from header or accessibility-requirements.md]
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### Completeness: [X/Y sections present]
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- [x] Purpose & Player Need
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- [ ] States & Variants — MISSING: error state not documented
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### Quality Issues: [N found]
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1. **[Issue title]** [BLOCKING / ADVISORY]
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- What's wrong: [specific description]
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- Where: [section name]
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- Fix: [specific action to take]
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### GDD Alignment: [ALIGNED / GAPS FOUND]
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- GDD [name] UI Requirements — [X/Y requirements covered]
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- Missing: [list any uncovered GDD requirements]
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### Accessibility: [COMPLIANT / GAPS / NON-COMPLIANT]
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- Target tier: [tier]
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- [list specific accessibility findings]
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### Pattern Library: [CONSISTENT / INCONSISTENCIES FOUND]
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- [findings]
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### Verdict: APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED
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**Blocking issues**: [N] — must be resolved before implementation
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**Advisory issues**: [N] — recommended but not blocking
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[For APPROVED]: This spec is ready for handoff to `/team-ui` Phase 2
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(Visual Design).
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[For NEEDS REVISION]: Address the [N] blocking issues above, then re-run
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`/ux-review`.
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[For MAJOR REVISION NEEDED]: The spec has fundamental gaps in [areas].
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Recommend returning to `/ux-design` to rework [sections].
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```
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---
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## Phase 5: Collaborative Protocol
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This skill is READ-ONLY — it never edits or writes files. It reports findings only.
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After delivering the verdict:
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- For **APPROVED**: suggest running `/team-ui` to begin implementation coordination
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- For **NEEDS REVISION**: offer to help fix specific gaps ("Would you like me to
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help draft the missing error state?") — but do not auto-fix; wait for user
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instruction
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- For **MAJOR REVISION NEEDED**: suggest returning to `/ux-design` with the
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specific sections to rework
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Never block the user from proceeding — the verdict is advisory. Document risks,
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present findings, let the user decide whether to proceed despite concerns. A user
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who chooses to proceed with a NEEDS REVISION spec takes on the documented risk.
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