Review game interface specifications, HUD designs for information shown during play, and shared interaction rules before implementation. Check completeness, accessibility, and consistency with game design documents, then receive a verdict with specific issues and missing review inputs.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
원문원문 설명 보기
Validate a UX spec, HUD design or pattern library — accessibility, GDD alignment, readiness. APPROVED / NOT ASSESSED / NEEDS REVISION / MAJOR REVISION NEEDED.
Resolved above — use as-is. No block → defaults in
.claude/docs/config-resolution.md.
UX Review
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
NOT ASSESSED — one or more review dimensions had no criterion to check
against, or the spec could not be read; name which
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
NOT ASSESSED ranks above APPROVED and below the two revision verdicts. A
review that could not evaluate a dimension has not shown the spec is
implementation-ready; but a gap somebody found is more actionable than one nobody
could look for, so it must not displace them. Emit it when the spec file cannot
be read, when a checklist dimension has no source of truth to compare against, or
when the accessibility tier is uncommitted (below).
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
For all, output a summary table first (file | verdict | primary issue) then
full detail for each.
Which checklist a file gets (a file path, or each file under all): its
> **Template**: header line, which /ux-design writes — UX Spec → Phase 3A,
HUD Design → 3B, Interaction Pattern Library → 3C. A file without that line
is classified by name — hud.md → 3B, interaction-patterns.md → 3C, anything
else → 3A — and the report says which checklist it assumed, and why.
Phase 2: Load Cross-Reference Context
Before validating any spec, load:
Input & Platform config: Read the platform block from project.yaml
(platform.targets, platform.primary_input, platform.gamepad_support,
platform.touch_support); if project.yaml has no platform block, fall
back to the ## Input & Platform section of
.claude/docs/technical-preferences.md. For the set of supported input
methods: when reading from project.yaml, derive it — keyboard/mouse if
PC or Web is in targets; gamepad if gamepad_support is Full or
Partial; touch if touch_support is Full or Partial; plus primary_input.
When falling back to technical-preferences.md, use its explicit Input
Methods field instead. This is the authoritative source for the Input Method
Coverage checks in Phase 3A — not the spec's own header. If neither source is
configured, fall back to the spec header.
The accessibility tier committed to in design/accessibility-requirements.md
(if it exists)
The interaction pattern library at design/ux/interaction-patterns.md (if
it exists)
The GDDs referenced in the spec's header (read their UI Requirements sections)
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
Input Method Completeness Checklist — a block for each input method in
the Platform Target line; any unticked item is listed under Open Questions
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
Information Hierarchy gives every HUD element a priority tier (MUST KEEP /
SHOULD KEEP / CAN HIDE / ALWAYS HIDE)
Visual Budget defined (max simultaneous elements, max screen %)
Platform Adaptation covers all target platforms
Tuning Knobs present for player-adjustable elements
Acceptance Criteria — at least 5 specific testable criteria
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
## UX Review: [Document Name]
**Date**: [date]
**Reviewer**: ux-review skill
**Document**: [file path]
**Checklist**: [3A / 3B / 3C — from its Template line, or assumed from the file name]
**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 / NOT ASSESSED]
- Target tier: [tier]
- [list specific accessibility findings]
> **If `design/accessibility-requirements.md` is absent there is no committed
> tier, so this dimension has no criterion.** Report
> `Accessibility: NOT ASSESSED — no committed tier (design/accessibility-requirements.md absent)`
> and do NOT report it as COMPLIANT — a gate compared against an absent standard
> passes the way an assertion that can never fail passes. The same rule lives in
> `/team-ui` Phase 4 and is mirrored here so the two cannot drift. If the spec's own
> header states a tier, carry it forward as an **assumption** and say plainly that
> it was assumed rather than committed. Recommend `/ux-design accessibility` to
> establish the tier.
### Pattern Library: [CONSISTENT / INCONSISTENCIES FOUND / N/A]
- [findings]
> **For a HUD design there is no Pattern Library checklist to run it against (Phase 3B has none), so Pattern Library is N/A, excluded from the dimension count.**
> Report `Pattern Library: N/A — no pattern library checklist for this document
> type`.
>
> For a UX spec, this dimension does have a checklist — it is checked against
> `design/ux/interaction-patterns.md`. If that file is absent: N/A only where
> the workflow tier does not require the library (`minimal`) — report
> `Pattern Library: N/A — interaction pattern library not required at this
> tier`. At any tier that requires or recommends it (`standard`, `full`), report
> `Pattern Library: NOT ASSESSED — design/ux/interaction-patterns.md not found`
> instead: the library is missing, not out of scope, and NOT ASSESSED counts it
> against the verdict as the unresolved item it is.
### Verdict: APPROVED / NOT ASSESSED / NEEDS REVISION / MAJOR REVISION NEEDED
**Blocking issues**: [N] — must be resolved before implementation
**Advisory issues**: [N] — recommended but not blocking
**Dimensions not assessed**: [N] — [name each, and what would make it checkable]
[For APPROVED]: This spec is ready for handoff to `/team-ui` Phase 2
(Visual Design).
[For NOT ASSESSED]: [N] of the four review dimensions could not be evaluated:
[name them]. The spec may well be sound — this review cannot say either way for
those dimensions. [For each: the one input that would make it checkable.]
Handoff to `/team-ui` is not recommended on this result.
[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 NOT ASSESSED: name the missing input per dimension and offer to help
produce it (/ux-design accessibility for an uncommitted tier, the GDD path
for absent UI requirements). Do not re-run the review against the same missing
inputs and report a different verdict — only new inputs change this one
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.
리뷰
아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
댓글
로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.
Audit an existing project's design documents and supporting files to check whether their formats work with the template's skills. Get a numbered migration plan that prioritizes gaps and required changes, rather than simply listing what exists.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Checking existing documents before adopting a project template
Auditing game design documents or architecture decision records
Prioritizing gaps in project tracking and configuration files
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 8일 업데이트
Document a technical decision in an architecture decision record, or ADR. Capture its context, alternatives, and consequences, assign a record number, and distinguish a proposed decision from an accepted one so dependent work reflects its actual status.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Recording the reasons behind a technical choice
Documenting alternatives and consequences of a design decision
Creating numbered records alongside existing architecture decisions
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 8일 업데이트
Review whether game design requirements are covered by documented architecture decisions. Identify missing coverage, conflicting decisions, and engine compatibility concerns, with an optional matrix linking requirements to development stories and tests.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Find game requirements without architecture decisions
Check for conflicts between architecture decisions
Review compatibility with the pinned engine version
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 8일 업데이트
Create a game's art direction document, defining its visual rules, mood, shapes, colors, and production standards. Review and approve sections individually, with guidance that connects character, environment, and interface design to the game's concept and technical constraints.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Defining a game's core visual identity before asset production
Documenting character, environment, and interface design rules
Aligning asset standards with engine and performance limits
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 8일 업데이트
Audit game asset files for naming rules, size limits, formats, and broken references. Receive a report of measured violations and suggested fixes, with clear explanations of checks that lack data or cannot be assessed for the engine.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Checking image and audio naming conventions
Finding files that exceed asset size limits
Investigating missing references and potentially unused assets
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 8일 업데이트
Turn game design documents and character profiles into asset specifications and image generation prompts. Define appearance, dimensions, file formats, and naming rules, then maintain an asset list that tracks progress and identifies shared assets.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
List the visual assets needed for a game
Define consistent character and environment asset specifications
Prepare image generation prompts from an art direction guide
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 8일 업데이트