3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
Use when designing, auditing, or generating a HUD, menu system, or feedback vocabulary for any genre — information hierarchy, diegetic vs. non-diegetic classification, cognitive load budgeting, feedback channel design, menu flow, input modality, and accessibility. Also use to
$ npx -y skills add rondorkerin/gamestack --skill ui-ux-and-feedback --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/ui-ux-and-feedbackContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when designing, auditing, or generating a HUD, menu system, or feedback vocabulary for any genre — information hierarchy, diegetic vs. non-diegetic classification, cognitive load budgeting, feedback channel design, menu flow, input modality, and accessibility. Also use to
name: ui-ux-and-feedback description: Use when designing, auditing, or generating a HUD, menu system, or feedback vocabulary for any genre — information hierarchy, diegetic vs. non-diegetic classification, cognitive load budgeting, feedback channel design, menu flow, input modality, and accessibility. Also use to diagnose a UI that is cluttered, that players ignore, that confuses state, or where players miss critical information. Triggers on "UI", "UX", "HUD", "menus", "interface", "diegetic UI", "non-diegetic", "information hierarchy", "cognitive load", "the UI is cluttered", "players miss important info", "feedback vocabulary", "onboarding UI", "accessibility", "colorblind", "button remapping", "contextual HUD", "minimap", "waypoints", "icon soup", "menu hell", "screen shake", "feedback loop", "affordances", "signifiers".
How to give players exactly the information they need to decide right now — no more, no less — and communicate every game-state change through channels they can read under pressure.
> **Tier:** universal craft (→ `gamestack-core`). Applies to every genre and every game. The feel of individual UI elements (squash on button press, easing on transition) lives in `game-feel-and-juice`, which cites *up* to this skill; this skill owns the information architecture and UX layer.
This skill owns **information architecture and UX** — what to show, when, in what form, and how to communicate state change. Adjacent concerns live in sibling skills:
> **The HUD's only job is to give the player what they need to decide right now.** Every element that isn't serving the current decision is extraneous cognitive load — a tax the player pays with attention and performance (Sweller 1988; Hodent 2017). Show Tier-1 state (health, ammo, objective) permanently at the periphery; surface Tier-2 state on context; hide Tier-3 state in menus. Diegetic where the world can carry it plausibly; non-diegetic where it can't; never pure-diegetic for data that changes faster than world-object animation can track.
Start with `GUIDE.md`, then apply `CHECKLIST.md`.
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Repo: rondorkerin/gamestack
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion,…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves, dominant-strategy audits, dynamic…