What problem does it solve? Designing game screens, flows, and HUDs without a structured process leads to inconsistent specs, missed accessibility requirements, and navigation mismatches across screens. This Skill walks you through each section of a UX specification interactively, grounding every decision in your game concept, player journey, and GDD requirements. ## Core Features & Use Cases - Three Authoring Modes: Create a per-screen UX spec (design/ux/[screen].md), a HUD design document, or an interaction pattern library, each with its own structured template. - Context-Aware Design: Automatically reads your game concept, player journey map, GDD UI requirements, art bible, accessibility requirements, and input/platform configuration before asking any design questions. - Approval-Gated Workflow: Every section follows a Context → Questions → Options → Decision → Draft → Approval → Write cycle, with incremental file writes that survive session interruptions and a retrofit mode that fills only incomplete sections of existing specs. - Use Case: You need to spec your game's inventory screen. The Skill reads your GDD and player journey, proposes layout zones and an ASCII wireframe, maps every interaction to gamepad and keyboard inputs, defines empty/error/loading states, and produces testable acceptance criteria ready for QA. ## Quick Start Use the ux-design skill to create a UX spec for my game's main menu screen, reading the existing game concept and player journey first.