What problem does it solve? Game UI work often mixes decoration with structure, lets UI code recompute domain rules, and treats automated checks as proof of player understanding. This Skill separates experience design, information architecture, state ownership, accessibility, polishing, and evidence-based auditing so screens are judged against real renders and declared validation states. ## Core Features & Use Cases - UX/UI Design Modes: Define experience contracts, flow and information architecture, pattern selection (ADOPT/ADAPT/AVOID/TEST/IGNORE), design system tokens, Godot UI contracts, accessibility gates, and playtest contracts. - Polishing Pass: Apply a P0 BLOCKER → P1 CLARITY → P2 CONSISTENCY → P3 DELIGHT priority order with feedback budgets, interruption/reentry fixtures, and before/after evidence. - Runtime UI Audit: Scan Godot and Web sources with a static signal script producing CANDIDATE findings, then confirm against actual renders before any approved minimal fix. - Use Case: Auditing a Godot inventory screen: run the scanner to collect layout, spacing, typography, and color candidates, compare them against the rendered screen at minimum and target resolutions, get user approval, then apply minimal fixes and re-audit in a fresh context. ## Quick Start Ask the AI to audit the UI in your project folder using this Skill and report candidate findings with evidence before making any changes.