Files
Claude-Code-Game-Studios/.claude/skills/ux-design/SKILL.md
T
DonchitosandClaude Opus 5 d05699707f Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a
project's configuration, replacing `production/stage.txt`,
`production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all
three still read as a fallback; nothing is force-deleted).

**`modes.rigor` — one question instead of six.** `minimal`, `standard` or
`full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`,
`modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to
`minimal`, which is a change from 1.0's behaviour: the heavier tier was
measured costing several times more to reach working code without producing a
better result, and returning nothing when a fresh developer inherited the
project. Pin `modes.rigor: standard` to keep 1.0's process level.

Also in this release:

- `/settings` to view or change any setting, and `project.local.yaml` for
  per-developer preferences that should not be committed.
- `system_overrides` to hold one system to a higher standard than the rest of
  the project, and `testing.strict` to set per test type whether missing
  evidence blocks a story or warns.
- A story that changes anything the player sees is not closed until the game
  has been launched, observed, and a screenshot retained in
  `production/qa/evidence/`. A parse check is not a run. This holds at every
  rigor level, including `minimal`, where automated tests are waived but the
  look is not.
- The code root is engine-specific and enforced as such: Godot `src/`, Unity
  `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a
  project laid out any other way.
- Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh`
  converts a 1.0 layout, non-destructively by default, with a report to review
  before `--finalize` deletes anything.
- Ask-before-write holds regardless of personal automation settings.

Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes:
CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
2026-09-23 12:25:11 +10:00

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23 KiB
Markdown

---
name: ux-design
description: "Section-by-section UX spec authoring for a screen, flow or HUD. Reads the player journey to provide context; also project-wide accessibility."
argument-hint: "[screen/flow name] or 'hud' or 'patterns' or 'accessibility'"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, Agent
model: sonnet
---
!`source "${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh" 2>/dev/null && resolve_config --keys automation,workflow,docs.density`
Resolved above — use as-is. No block → defaults in
`.claude/docs/config-resolution.md`.
When this skill is invoked:
Every `AskUserQuestion` call follows `.claude/docs/automation-modes.md`
(collaborative asks always · guided major-only · autonomous logs and proceeds;
`automation_always_ask` categories always prompt).
**Authoring guidance**: the skeletons below are self-contained — author from them
directly. When a section needs depth (worked examples, pattern catalogs,
accessibility criteria), the matching guide has it:
| Producing | Guide |
|---|---|
| UX spec | `.claude/docs/templates/guidance/ux-spec-guide.md` |
| HUD design | `.claude/docs/templates/guidance/hud-design-guide.md` |
| Interaction patterns | `.claude/docs/templates/guidance/interaction-pattern-library-guide.md` (routes to three topic files) |
| Accessibility requirements | `.claude/docs/templates/guidance/accessibility-requirements-guide.md` |
**Load a guide per-section, never whole** — each is organised by section and the
pointers in the templates name the exact section to read.
**`workflow`** (see `.claude/docs/workflow-modes.md`):
- `full` — a UX spec is required per screen.
- `standard` — core screens only (main menu, HUD, primary game loop).
- `minimal` — not required. Can still be run voluntarily.
**`docs.density`** — it controls per-section *depth*, where `workflow`
controls which screens are specced. `modes.rigor` sets both together; set
`docs.density` explicitly to vary depth alone: `terse` = wireframe descriptions +
interaction bullets; `balanced` = wireframes + paragraph descriptions of flows
(default); `thorough` = full prose including user-research summaries and
alternative flow considerations. Apply it to every section you author.
## 1. Parse Arguments & Determine Mode
Four authoring modes exist based on the argument:
| Argument | Mode | Output file |
|----------|------|-------------|
| `hud` | HUD design | `design/ux/hud.md` |
| `patterns` | Interaction pattern library | `design/ux/interaction-patterns.md` |
| `accessibility` | Project-wide accessibility requirements | `design/accessibility-requirements.md` |
| Any other value (e.g., `main-menu`, `inventory`) | UX spec for a screen or flow | `design/ux/[argument].md` |
| No argument | Ask the user | (see below) |
> **`accessibility` is the only mode that writes outside `design/ux/`.** Its
> output is a project-wide standard the per-screen specs consult, not a spec for
> one screen — `.claude/docs/workflow-catalog.yaml`, the Pre-Production and
> Polish gates, and `/architecture-review` all check
> `design/accessibility-requirements.md` at that exact path. Do not "tidy" it
> under `design/ux/`: every one of those checks would stop matching, and the
> Technical Setup → Pre-Production gate would become unpassable again.
**If no argument is provided**, do not fail — ask instead. Use `AskUserQuestion`:
- "What are we designing today?"
- Options: "A specific screen or flow (I'll name it)", "The game HUD", "The interaction pattern library", "The project-wide accessibility requirements", "I'm not sure — help me figure it out"
If the user selects "I'll name it" or types a screen name, normalize it to kebab-case
for the filename (e.g., "Main Menu" becomes `main-menu`).
---
## 2. Gather Context (Read Phase)
Read all relevant context **before** asking the user anything. The skill's value
comes from arriving informed.
### 2a: Required Reads
- **Game concept**: Read `design/gdd/game-concept.md` — if missing, warn:
> "No game concept found. Run `/brainstorm` first to establish the game's
> foundation before designing UX."
> Continue anyway if the user asks.
### 2b: Player Journey
Read `design/player-journey.md` if it exists. For each relevant section, extract:
- Which journey phase(s) does this screen appear in?
- What is the player's emotional state on arrival at this screen?
- What player need is this screen serving in the journey?
- What critical moments (from the journey map) does this screen deliver?
If the player journey file does not exist, note the gap and proceed:
> "No player journey map found at `design/player-journey.md`. Designing without it
> means we'll be making assumptions about player context. Consider running a player
> journey session after this spec is drafted."
Also add to the UX spec's Open Questions section:
> "Player journey map not yet created. Author it from the template at `.claude/docs/templates/player-journey.md` to establish player context for this screen."
> **Do not tell the user to "run `/ux-design` Phase 2b" to create it.** Phase 2b
> is this step — the one that *reads* the file. That remediation is circular: it
> sends the user back to the check that just reported the gap. No skill
> writes `design/player-journey.md`; it is hand-authored from its template.
### 2c: GDD UI Requirements
Glob `design/gdd/*.md` and grep for `UI Requirements` sections. Read any GDD whose
UI Requirements section references this screen by name or category.
These GDD UI Requirements are the **requirements input** to this spec. Collect them
as a list of constraints the spec must satisfy.
If designing the HUD, you need the UI Requirements of **every** system — the HUD
aggregates them. Collect them with one scan rather than opening each GDD:
```
Grep pattern="^#+ .*UI Requirements" glob="design/gdd/*.md" output_mode="content" -A 20
```
Establish the denominator first (glob `design/gdd/*.md`, count **N**) and check
the match count against it. **A GDD with no UI Requirements section is not a GDD
with no UI needs** — it may predate the section. List the unmatched ones and
confirm with the user that they are genuinely headless before excluding them
from the HUD's requirement set; a HUD that silently omits a system's readout is
the exact failure this aggregation exists to prevent.
### 2d: Existing UX Specs
Glob `design/ux/*.md` and note which screens already have specs. For screens that
will link to or from the current screen, read their navigation/flow sections to
find the entry and exit points this spec must match.
### 2e: Interaction Pattern Library
If `design/ux/interaction-patterns.md` exists, read the pattern catalog index
(the list of pattern names and their one-line descriptions). Do not read full
pattern details — just the catalog. This tells you which patterns already exist
so you can reference them rather than reinvent them.
### 2f: Art Bible
Check for `design/art/art-bible.md`. If found, read the visual direction
section. UX layout must align with the aesthetic commitments already made.
### 2g: Accessibility Requirements
Check for `design/accessibility-requirements.md`. If found, read it. The spec
must satisfy the accessibility tier committed to there.
### 2h: Input Method (from Project Config)
Read the `platform` block from `project.yaml`; if `project.yaml` has no
`platform` block, fall back to the `## Input & Platform` section of
`.claude/docs/technical-preferences.md`. Store these values for use throughout
the skill — they drive the Interaction Map and inform accessibility
requirements:
- **Primary Input** — `platform.primary_input` — the dominant input for this game
- **Gamepad Support** — `platform.gamepad_support` — Full / Partial / None
- **Touch Support** — `platform.touch_support` — Full / Partial / None
- **Target Platforms** — `platform.targets` — for safe zone and aspect ratio decisions
- **Input Methods** — the set of supported methods. When reading from
`project.yaml`, derive it: keyboard/mouse if `PC` or `Web` is in `targets`;
gamepad if gamepad support is Full/Partial; touch if touch support is
Full/Partial; plus the primary input. When falling back to
`technical-preferences.md`, use its explicit Input Methods field.
If neither source is configured, ask once:
> "Input methods aren't configured yet. What does this game target?"
> Options: "Keyboard/Mouse only", "Gamepad only", "Both (PC + Console)", "Touch (mobile)", "All of the above"
>
> (Run `/setup-engine` to save this permanently so you won't be asked again.)
Store the answer for the rest of this session. Do **not** ask again per section
or per screen.
### 2i: Present Context Summary
Before any design work, present a brief summary to the user:
> **Designing: [Screen/Flow Name]**
> - Mode: [UX Spec / HUD Design / Pattern Library]
> - Journey phase(s): [from player-journey.md, or "unknown — no journey map"]
> - GDD requirements feeding this spec: [count and names, or "none found"]
> - Related screens already specced: [list, or "none yet"]
> - Known patterns available: [count, or "no pattern library yet"]
> - Accessibility tier: [from requirements doc, or "not yet defined"]
> - Input methods: [derived from the `project.yaml` platform block, or "asked above"]
Then ask: "Anything else I should read before we start, or shall we proceed?"
---
## 2b. Retrofit Mode Detection
Before creating a skeleton, check if the target output file already exists.
Glob `design/ux/[filename].md` (where `[filename]` is the resolved output path from Phase 1).
**If the file exists — retrofit mode:**
- Read the file in full
- For each expected section, check whether the body has real content (more than a `[To be designed]` placeholder) or is empty/placeholder
- Present a section status summary to the user:
> "Found existing UX spec at `design/ux/[filename].md`. Here's what's already done:
>
> | Section | Status |
> |---------|--------|
> | Overview & Context | [Complete / Empty / Placeholder] |
> | Player Journey Integration | ... |
> | Screen Layout & Information Architecture | ... |
> | Interaction Model | ... |
> | Feedback & State Communication | ... |
> | Accessibility | ... |
> | Edge Cases & Error States | ... |
> | Open Questions | ... |
>
> I'll work on the [N] incomplete sections only — existing content will not be overwritten."
- Skip Section 3 (skeleton creation) — the file already exists
- In Phase 4 (Section Authoring), only work on sections with Status: Empty or Placeholder
- Use `Edit` to fill placeholders in-place rather than creating a new skeleton
**If the file does not exist — fresh authoring mode:**
Proceed to Phase 3 (Create File Skeleton) as normal.
---
## 3. Create File Skeleton
Once the user confirms, **immediately** create the output file with empty section
headers. This ensures incremental writes have a target and work survives interruptions.
Ask: "May I create the skeleton file at `design/ux/[filename].md`?" — except in
`accessibility` mode, where the path is `design/accessibility-requirements.md`
(see the mode table in Section 1; it is deliberately not under `design/ux/`).
---
### Skeleton for UX Spec (screen or flow)
```markdown
# UX Spec: [Screen/Flow Name]
> **Status**: In Design
> **Author**: [user + ux-designer]
> **Last Updated**: [today's date]
> **Journey Phase(s)**: [from context]
> **Template**: UX Spec
---
## Purpose & Player Need
[To be designed]
---
## Player Context on Arrival
[To be designed]
---
## Navigation Position
[To be designed]
---
## Entry & Exit Points
[To be designed]
---
## Layout Specification
### Information Hierarchy
[To be designed]
### Layout Zones
[To be designed]
### Component Inventory
[To be designed]
### ASCII Wireframe
[To be designed]
---
## States & Variants
[To be designed]
---
## Interaction Map
[To be designed]
---
## Events Fired
[To be designed]
---
## Transitions & Animations
[To be designed]
---
## Data Requirements
[To be designed]
---
## Accessibility
[To be designed]
---
## Localization Considerations
[To be designed]
---
## Acceptance Criteria
[To be designed]
---
## Open Questions
[To be designed]
```
---
### Skeleton for HUD Design
```markdown
# HUD Design
> **Status**: In Design
> **Author**: [user + ux-designer]
> **Last Updated**: [today's date]
> **Template**: HUD Design
---
## HUD Philosophy
[To be designed]
---
## Information Architecture
### Full Information Inventory
[To be designed]
### Categorization
[To be designed]
---
## Layout Zones
[To be designed]
---
## HUD Elements
[To be designed]
---
## Dynamic Behaviors
[To be designed]
---
## Platform & Input Variants
[To be designed]
---
## Accessibility
[To be designed]
---
## Open Questions
[To be designed]
```
---
### Skeleton for Interaction Pattern Library
```markdown
# Interaction Pattern Library
> **Status**: In Design
> **Author**: [user + ux-designer]
> **Last Updated**: [today's date]
> **Template**: Interaction Pattern Library
---
## Overview
[To be designed]
---
## Pattern Catalog
[To be designed]
---
## Patterns
[Individual pattern entries added here as they are defined]
---
## Gaps & Patterns Needed
[To be designed]
---
## Open Questions
[To be designed]
```
---
### Skeleton for Accessibility Requirements
Section list mirrors `.claude/docs/templates/accessibility-requirements.md` — if
the template gains or loses a section, this skeleton follows it, not the reverse.
```markdown
# Accessibility Requirements
> **Status**: In Design
> **Author**: [user + ux-designer]
> **Last Updated**: [today's date]
> **Template**: Accessibility Requirements
## Accessibility Tier Definition
[To be designed]
---
## Visual Accessibility
[To be designed]
---
## Motor Accessibility
[To be designed]
---
## Cognitive Accessibility
[To be designed]
---
## Auditory Accessibility
[To be designed]
---
## Platform Accessibility API Integration
[To be designed]
---
## Per-Feature Accessibility Matrix
[To be designed]
---
## Accessibility Test Plan
[To be designed]
---
## Known Intentional Limitations
[To be designed]
---
## Audit History
[To be designed]
---
## External Resources
[To be designed]
---
## Open Questions
[To be designed]
```
> **The tier commitment is the gated part.** `gate-pre-production.md` requires
> the file to exist *with an accessibility tier committed*, and
> `gate-production.md` checks that tier is addressed in every key screen spec.
> A skeleton whose Tier Definition is still `[To be designed]` satisfies the
> glob but not the gate — author that section first.
---
After writing the skeleton, update `production/session-state/active.md` with:
- Task: Designing [screen/flow name] UX spec
- Current section: Starting (skeleton created)
- File: design/ux/[filename].md (or `design/accessibility-requirements.md` in `accessibility` mode)
---
## 4. Section-by-Section Authoring
Walk through each section in order. For **each section**, follow this cycle:
```
Context -> Questions -> Options -> Decision -> Draft -> Approval -> Write
```
1. **Context**: State what this section needs to contain and surface any relevant
constraints from context gathered in Phase 2.
2. **Questions**: Ask what is needed to draft this section. Use `AskUserQuestion`
for constrained choices, conversational text for open-ended exploration.
3. **Options**: Where design choices exist, present 2-4 approaches with pros/cons.
Explain reasoning in conversation, then use `AskUserQuestion` to capture the decision.
4. **Decision**: User picks an approach or provides custom direction.
5. **Draft**: Write the section content in conversation for review. Flag provisional
assumptions explicitly.
6. **Approval**: Use `AskUserQuestion`:
- "Does this capture the [section name] correctly?"
- Options: "Yes — write it to the file", "Small changes needed (describe below)", "Major rethink needed"
Do not proceed to step 7 until the user selects "Yes".
7. **Write**: Use `AskUserQuestion`: "May I write the [section name] section to `[filepath]`?"
- Options: "Yes, write it", "Wait — one more change"
Once confirmed, use `Edit` to replace the `[To be designed]` placeholder with approved content.
After writing each section, update `production/session-state/active.md`.
---
### Section guidance — read the ONE file for the active mode
Per-section authoring guidance lives in its own file per mode. **When you reach
Phase 4, read only the file matching the mode resolved in Section 1; never load
the other two.**
| Mode | Guidance file |
|------|---------------|
| UX Spec (screen or flow) | `.claude/skills/ux-design/references/sections-ux-spec.md` |
| HUD Design | `.claude/skills/ux-design/references/sections-hud.md` |
| Interaction Pattern Library | `.claude/skills/ux-design/references/sections-patterns.md` |
| Accessibility Requirements | `.claude/docs/templates/guidance/accessibility-requirements-guide.md` |
> The accessibility guidance lives under `templates/guidance/` rather than this
> skill's `references/` because the template it documents
> (`.claude/docs/templates/accessibility-requirements.md`) is consumed by
> `/ux-review` and the gate files too. Same rule applies: load only the part
> covering the section you are authoring, never the whole file.
Apply `docs.density` (Section 1) to whatever that file tells you to author — it
controls the depth of each section, not which sections exist.
---
## 5. Cross-Reference Check
Before marking the spec as ready for review, run these checks:
**1. GDD requirement coverage**: Does every GDD UI Requirement that references
this screen have a corresponding element in this spec? Present any gaps.
**2. Pattern library alignment**: Are all interaction patterns used in this spec
referenced by name? If a new pattern was invented during this spec session, flag
it for addition to the pattern library:
Use `AskUserQuestion`:
- "This spec uses [pattern name], which isn't in the pattern library yet. What should we do?"
- Options: "Add it to the pattern library now", "Flag it as a gap and continue", "Skip — this pattern is one-off"
**3. Navigation consistency**: Do the entry/exit points in this spec match the
navigation map in any related specs? Flag mismatches.
**4. Accessibility coverage**: Does the spec address the accessibility tier
committed to in `design/accessibility-requirements.md`? If not, flag open questions.
**5. Empty states**: Does every data-dependent element have an empty state defined?
Flag any that don't.
Present the check results:
> **Cross-Reference Check: [Screen Name]**
> - GDD requirements: [N of M covered / all covered]
> - New patterns to add to library: [list or "none"]
> - Navigation mismatches: [list or "none"]
> - Accessibility gaps: [list or "none"]
> - Missing empty states: [list or "none"]
---
## 6. Handoff
When all sections are approved and written:
### 6a: Update Session State
Update `production/session-state/active.md` with:
- Task: [screen-name] UX spec
- Status: Complete (or In Review)
- File: design/ux/[filename].md
- Sections: All written
- Next: [suggestion]
### 6b: Suggest Next Step
Before presenting options, state clearly:
> "This spec should be validated with `/ux-review` before it enters the
> implementation pipeline. The Pre-Production gate requires all key screen specs
> to have a review verdict."
Then use `AskUserQuestion`:
- "Run `/ux-review [filename]` now, or do something else first?"
- Options:
- "Run `/ux-review` now — validate this spec"
- "Design another screen first, then review all specs together"
- "Update the interaction pattern library with new patterns from this spec"
- "Stop here for this session"
If the user picks "Design another screen first", add a note: "Reminder: run
`/ux-review` on all completed specs before running `/gate-check pre-production`."
### 6c: Cross-Link Related Specs
If other UX specs link to or from this screen, note which ones should reference
this spec. Do not edit those files without asking — just name them.
---
## 7. Recovery & Resume
If the session is interrupted (compaction, crash, new session):
1. Read `production/session-state/active.md` — it records the current screen
and which sections are complete.
2. Read `design/ux/[filename].md` — sections with real content are done;
sections with `[To be designed]` still need work.
3. Resume from the next incomplete section — no need to re-discuss completed ones.
This is why incremental writing matters: every approved section survives any
disruption.
---
## 8. Specialist Agent Routing
This skill uses `ux-designer` as the primary agent (set in frontmatter). For
specific sub-topics, additional context or coordination may be needed:
| Topic | Coordinate with |
|-------|----------------|
| Visual aesthetics, color, layout feel | `art-director` — UX spec defines zones; art defines how they look |
| Implementation feasibility (engine constraints) | `ui-programmer` — before finalizing component inventory |
| Gameplay data requirements | `game-designer` — when data ownership is unclear |
| Narrative/lore visible in the UI | `narrative-director` — for flavor text, item names, lore panels |
| Accessibility tier decisions | Handled by this session — owned by ux-designer |
When delegating to another agent via the `Agent` tool:
- Provide: screen name, game concept summary, the specific question needing expert input
- The agent returns analysis to this session
- This session presents the agent's output to the user
- The user decides; this session writes to file
- Agents do NOT write to files directly — this session owns all file writes
---
## Collaborative Protocol
**In `collaborative` mode (the default).** For `guided` and `autonomous` modes,
see the per-mode rules in `.claude/docs/automation-modes.md` — the steps below
describe what collaborative mode requires, not what applies universally.
This skill follows the collaborative design principle at every step:
1. **Question -> Options -> Decision -> Draft -> Approval** for every section
2. **AskUserQuestion** at every decision point (Explain -> Capture pattern):
- Phase 2: "Ready to start, or need more context?"
- Phase 3: "May I create the skeleton?"
- Phase 4 (each section): design questions, approach options, draft approval
- Phase 5: "Run cross-reference check? What's next?"
3. **"May I write to [filepath]?"** before the skeleton and before each section write
4. **Incremental writing**: Each section is written to file immediately after approval
5. **Session state updates**: After every section write
**Aesthetic deference**: When layout or visual choices come down to personal taste,
present the options and ask. Do not select a layout because it is "standard" — always
confirm. The user is the creative director.
**Conflict surfacing**: When a GDD requirement and the available screen real estate
conflict, surface the conflict and present resolution options. Never silently drop
a requirement. Never silently expand the layout without flagging it.
**Never** auto-generate the full spec and present it as a fait accompli.
**Never** write a section without user approval.
**Never** contradict an existing approved UX spec without flagging the conflict.
**Always** show where decisions come from (GDD requirements, player journey, user choices).
Verdict: **COMPLETE** — UX spec written and approved section by section.
---
## Recommended Next Steps
- Run `/ux-review [filename]` to validate this spec before it enters the implementation pipeline
- Run `/ux-design [next-screen]` to continue designing remaining screens or flows
- Run `/gate-check pre-production` once all key screens have approved UX specs