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ux-design · donchitos — Claude Code skill: what it does, how to install

Authors section-by-section game UX specifications, HUD layouts, and accessibility rules. Helps game developers draft UI flows.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add Donchitos/Claude-Code-Game-Studios --skill ux-design -a claude-code
Open on GitHub

What ux-design does

The skill creates UX documentation for game interfaces directly from structured skeletons. Depending on the input argument, it drafts a HUD spec (design/ux/hud.md), an interaction pattern library, or a screen flow. If invoked without an argument, it asks what to design through an interactive prompt.

Detail levels depend on docs.density. The terse setting outputs wireframe outlines and interaction bullets, while thorough produces full prose with alternative flow notes. The skill parses project settings via yaml-helper.sh. If a session crashes, the skill reads production/session-state/active.md and picks up incomplete sections without re-discussing finished ones.

Accessibility output is written strictly to design/accessibility-requirements.md. Moving this file under design/ux/ will fail technical pre-production gates.

What it helps with

  • write a UX specification for a game screen or flow
  • design game HUD layouts and onscreen elements
  • assemble an interaction pattern library
  • set project-wide accessibility requirements for production gates

Example prompts for the agent

  • design inventory screen: /ux-design inventory
  • author game HUD layout: /ux-design hud
  • generate accessibility specs: /ux-design accessibility

How to install ux-design

1Skills CLI (Vercel)

npx skills add Donchitos/Claude-Code-Game-Studios --skill ux-design -a claude-code

2Manually: put the files in place

~/.claude/skills/ux-design/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/ux-design/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about ux-design

How to install ux-design in Claude Code?

Run npx skills add Donchitos/Claude-Code-Game-Studios --skill ux-design -a claude-code in your terminal.

What does the ux-design skill do?

It creates section-by-section specifications for game screens, HUD layouts, interaction pattern libraries, and project-wide accessibility guidelines.

Where does the skill save generated specifications?

Screen specs, patterns, and HUD designs go to design/ux/, while accessibility requirements are strictly saved as design/accessibility-requirements.md for gate validation.

Source text

SKILL.md · MIT
---
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, Bash(bash "*/.claude/skills/ux-design/../../hooks/yaml-helper.sh" resolve_config *)
model: sonnet
---

!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation,workflow,docs.density`

Resolved above — use as-is. No block → defaults in
`.claude/docs/config-resolution.md`.

# UX Design

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` (the default, via `rigor: minimal`) = wireframe descriptions +
interaction bullets; `balanced` = wireframes + paragraph descriptions of flows
(`rigor: standard`); `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.

**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 `references/2-gather-context.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## 3. Create File Skeleton

**Read `references/3-file-skeleton.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## 4. Section-by-Section Authoring

**Read `references/4-authoring.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

### 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) | `references/sections-ux-spec.md` |
| HUD Design | `references/sections-hud.md` |
| Interaction Pattern Library | `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

**Read `references/5-crossref-handoff.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## 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 | Recorded by this session (`/ux-design accessibility`; the user picks the tier) against the criteria `accessibility-specialist` defines and audits — consult it when a requirement's criterion is unclear |

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 production` once all key screens have approved UX specs

© Donchitos · MIT · Donchitos/Claude-Code-Game-Studios

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