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Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a…
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill ux-design --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/ux-designContext preview
The summary Claude sees to decide when to auto-load this skill.
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
name: ux-design description: "Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates." argument-hint: "[screen/flow name] or 'hud' or 'patterns'" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, Task model: sonnet agent: ux-designer
When this skill is invoked:
Three 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` | | 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) |
**If no argument is provided**, do not fail — ask instead. Use `AskUserQuestion`:
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`).
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Read all relevant context **before** asking the user anything. The skill's value comes from arriving informed.
> "No game concept found. Run `/brainstorm` first to establish the game's > foundation before designing UX." > Continue anyway if the user asks.
Read `design/player-journey.md` if it exists. For each relevant section, extract:
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. Template available at `.claude/docs/templates/player-journey.md`. Run `/ux-design` Phase 2b or create it manually to establish player context for this screen."
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, read ALL GDD UI Requirements sections — the HUD aggregates requirements from every system.
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.
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.
Check for `design/art/art-bible.md`. If found, read the visual direction section. UX layout must align with the aesthetic commitments already made.
Check for `design/accessibility-requirements.md`. If found, read it. The spec must satisfy the accessibility tier committed to there.
Read `.claude/docs/technical-preferences.md` and extract the `## Input & Platform` section. Store these values for use throughout the skill — they drive the Interaction Map and inform accessibility requirements:
If the section is unconfigured (`[TO BE 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.
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: [from technical-preferences.md, or "asked above"]
Then ask: "Anything else I should read before we start, or shall we proceed?"
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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:**
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Repo: Donchitos/Claude-Code-Game-Studios
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