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ux-review skill

by Donchitos·Donchitos/Claude-Code-Game-Studios·25k stars·MIT

Validate a UX spec, HUD design or pattern library — accessibility, GDD alignment, readiness. APPROVED / NOT ASSESSED / NEEDS REVISION / MAJOR REVISION NEEDED.

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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
available in every project

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.

  1. Input & Platform config: Read the platform block from project.yaml

(if it exists)

  1. The accessibility tier committed to in design/accessibility-requirements.md

it exists)

  1. The interaction pattern library at design/ux/interaction-patterns.md (if

context-arrival validation

  1. The GDDs referenced in the spec's header (read their UI Requirements sections)
  2. 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.

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