What problem does it solve?
Game UX design teams frequently produce inconsistent, incomplete, or misaligned UX documentation that fails to tie screen designs to core game design requirements, player journey context, and accessibility standards. This skill solves that by providing a structured, guided workflow to author production-ready UX specs, HUD designs, and interaction pattern libraries fully contextualized to your game project.
Core Features & Use Cases
- Guided 3-mode authoring: Supports creating individual screen/flow UX specs, full HUD designs, and studio-wide interaction pattern libraries, with tailored workflows and section guidance for each mode.
- Automatic context gathering: Pulls relevant context from existing game design docs (GDDs, player journey maps, art bibles, accessibility requirements, and technical input preferences) to ensure all specs align with project constraints.
- Retrofit and resilient workflow: Detects existing incomplete specs and only fills unfinished sections without overwriting completed work, with persistent session state to resume interrupted work seamlessly.
- Use Case: A game UX designer can use this skill to draft a full UX spec for a new inventory screen, cross-reference it against the game's GDD UI requirements, and ensure it matches the project's existing interaction patterns and committed accessibility tier.
Quick Start
Invoke the ux-design skill with the name of your game screen, flow, or "hud" to generate a structured, context-aware UX specification.