ux-review skill
Validate a UX spec, HUD design or pattern library — accessibility, GDD alignment, readiness. APPROVED / NOT ASSESSED / NEEDS REVISION / MAJOR REVISION NEEDED.
Is the ux-review skill safe?
Clean: nothing in its files matched our rules. We read 1 file in the folder on 2026-09-28.
No findings.
Install the ux-review skill
A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git /tmp/Claude-Code-Game-Studios mkdir -p ~/.claude/skills cp -r /tmp/Claude-Code-Game-Studios/.claude/skills/ux-review ~/.claude/skills/ux-review
In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub
The instructions your agent would load
SKILL.md as published, without the frontmatter. Read it on GitHub
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:
to have reviewed UX specs)
- 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
- After major revisions to a UX spec
Verdict levels:
against, or the spec could not be read; name which
- APPROVED — spec is complete, consistent, and implementation-ready
- NOT ASSESSED — one or more review dimensions had no criterion to check
completeness; needs significant rework
- NEEDS REVISION — specific gaps found; fix before handoff but not a full redesign
- MAJOR REVISION NEEDED — fundamental issues with scope, player need, or
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
that one document
- Specific file path (e.g., /ux-review design/ux/inventory.md): validate
- all: find all files in design/ux/ and validate each
- hud: validate design/ux/hud.md specifically
- patterns: validate design/ux/interaction-patterns.md specifically
- No argument: ask the user which spec to validate
For all, output a summary table first (file | verdict | primary issue) then full detail for each.
Phase 2: Load Cross-Reference Context
Before validating any spec, load:
(platform.targets, platform.primaryinput, platform.gamepadsupport, platform.touchsupport); 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 gamepadsupport is Full or Partial; touch if touchsupport is Full or Partial; plus primaryinput. 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.
- Input & Platform config: Read the platform block from project.yaml
(if it exists)
- The accessibility tier committed to in design/accessibility-requirements.md
it exists)
- The interaction pattern library at design/ux/interaction-patterns.md (if
context-arrival validation
- 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
Phase 3A: UX Spec Validation Checklist
Run all checks against a ux-spec.md-based document.
Completeness (required sections)
developer-perspective)
- [ ] Document header present with Status, Author, Platform Target
- [ ] Purpose & Player Need — has a player-perspective need statement (not
documented
- [ ] 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
in header)
- [ ] Interaction Map — covers all target input methods (check platform target
explanation
- [ ] Data Requirements — every displayed data element has a source system and owner
- [ ] Events Fired — every player action has a corresponding event or null
- [ ] Transitions & Animations — at least enter/exit transitions specified
- [ ] Accessibility Requirements — screen-level requirements present
- [ ] Localization Considerations — max character counts for text elements
- [ ] Acceptance Criteria — at least 5 specific testable criteria
Quality Checks
Player Need Clarity
inventory")
- [ ] 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
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
mapping documented
- [ ] If platform includes PC: keyboard-only navigation is fully specified
- [ ] If platform includes console/gamepad: d-pad navigation and face button
- [ ] No interaction requires mouse-like precision on gamepad
- [ ] Focus order is defined (Tab order for keyboard, d-pad order for gamepad)
Data Architecture
what triggers update?)
- [ ] 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" —
unavailable?)
- [ ] Null handling is specified for all data elements (what shows when data is
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
requirement
- [ ] 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
GDD sections)
More skills from Donchitos/Claude-Code-Game-Studios
- AadoptBrownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
- Aarchitecture-decisionCreate an ADR documenting a technical decision: context, alternatives considered, consequences.
- Aarchitecture-reviewTraceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
- Aart-bibleAuthor the Art Bible — visual identity gating asset production. Run before /map-systems.
- Aasset-auditAudit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
- Aasset-specPer-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
- Abalance-checkFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
- AbrainstormGuided concept ideation using professional studio techniques, player psychology, creative exploration.
- Abug-reportStructured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
- Abug-triageRe-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
- AchangelogAuto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
- Acode-reviewArchitectural code review — coding standards, SOLID, testability, performance concerns.