team-ui▌
Donchitos/Claude-Code-Game-Studios · updated Apr 16, 2026
### Team Ui
- ›description: "Orchestrate the UI team through the full UX pipeline: from UX spec authoring through visual design, implementation, review, and polish. Integrates with /ux-design, /ux-review, and studio
- ›argument-hint: "[UI feature description]"
- ›allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
When this skill is invoked, orchestrate the UI team through a structured pipeline.
Decision Points: At each phase transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next phase.
Team Composition
- ux-designer — User flows, wireframes, accessibility, input handling
- ui-programmer — UI framework, screens, widgets, data binding, implementation
- art-director — Visual style, layout polish, consistency with art bible
- engine UI specialist — Validates UI implementation patterns against engine-specific best practices (read from
.claude/docs/technical-preferences.mdEngine Specialists → UI Specialist) - accessibility-specialist — Audits accessibility compliance at Phase 4
Templates used by this pipeline:
ux-spec.md— Standard screen/flow UX specificationhud-design.md— HUD-specific UX specificationinteraction-pattern-library.md— Reusable interaction patternsaccessibility-requirements.md— Committed accessibility tier and requirements
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: ux-designer— User flows, wireframes, accessibility, input handlingsubagent_type: ui-programmer— UI framework, screens, widgets, data bindingsubagent_type: art-director— Visual style, layout polish, art bible consistencysubagent_type: [UI engine specialist]— Engine-specific UI pattern validation (e.g., unity-ui-specialist, ue-umg-specialist, godot-specialist)subagent_type: accessibility-specialist— Accessibility compliance audit
Always provide full context in each agent's prompt (feature requirements, existing UI patterns, platform targets). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 4 review agents can run simultaneously).
Pipeline
Phase 1a: Context Gathering
Before designing anything, read and synthesize:
design/gdd/game-concept.md— platform targets and intended audiencedesign/player-journey.md— player's state and context when they reach this screen- All GDD UI Requirements sections relevant to this feature
design/ux/interaction-patterns.md— existing patterns to reuse (not reinvent)design/accessibility-requirements.md— committed accessibility tier (e.g., Basic, Enhanced, Full)
If design/ux/interaction-patterns.md does not exist, surface the gap immediately:
"interaction-patterns.md does not exist — no existing patterns to reuse."
Then use AskUserQuestion with options:
- (a) Run
/ux-design patternsfirst to establish the pattern library, then continue - (b) Proceed without the pattern library — ui-programmer will treat all patterns created as new and add each to a new
design/ux/interaction-patterns.mdat completion
Do NOT invent or assume patterns from the feature name or GDD alone. If the user chooses (b), explicitly instruct ui-programmer in Phase 3 to treat all patterns as new and document them in design/ux/interaction-patterns.md when implementation is complete. Note the pattern library status (created / absent / updated) in the final summary report.
Summarize the context in a brief for the ux-designer: what the player is doing, what they need, what constraints apply, and which existing patterns are relevant.
Phase 1b: UX Spec Authoring
Invoke /ux-design [feature name] skill OR delegate directly to ux-designer to produce design/ux/[feature-name].md following the ux-spec.md template.
If designing the HUD, use the hud-design.md template instead of ux-spec.md.
Notes on special cases:
- For HUD design specifically, invoke
/ux-designwithargument: hud(e.g.,/ux-design hud).- For the interaction pattern library, run
/ux-design patternsonce at project start and update it whenever new patterns are introduced during later phases.
Output: design/ux/[feature-name].md with all required spec sections filled.
Phase 1c: UX Review
After the spec is complete, invoke /ux-review design/ux/[feature-name].md.
Gate: Do not proceed to Phase 2 until the verdict is APPROVED. If the verdict is NEEDS REVISION, the ux-designer must address the flagged issues and re-run the review. The user may explicitly accept a NEEDS REVISION risk and proceed, but this must be a conscious decision — present the specific concerns via AskUserQuestion before asking whether to proceed.
Phase 2: Visual Design
Delegate to art-director:
- Review the full UX spec (flows, wireframes, interaction patterns, accessibility notes) — not just the wireframe images
- Apply visual treatment from the art bible: colors, typography, spacing, animation style
- Check that visual design preserves accessibility compliance: verify color contrast ratios, and confirm color is never the only indicator of state (shape, text, or icon must reinforce it)
- Specify all asset requirements needed from the art pipeline: icons at specified sizes, background textures, fonts, decorative elements — with precise dimensions and format requirements
- Ensure consistency with existing implemented UI screens
- Output: visual design spec with style notes and asset manifest
Phase 3: Implementation
Before implementation begins, spawn the engine UI specialist (from .claude/docs/technical-preferences.md Engine Specialists → UI Specialist) to review the UX spec and visual design spec for engine-specific implementation guidance:
- Which engine UI framework should be used for this screen? (e.g., UI Toolkit vs UGUI in Unity, Control nodes vs CanvasLayer in Godot, UMG vs CommonUI in Unreal)
- Any engine-specific gotchas for the proposed layout or interaction patterns?
- Recommended widget/node structure for the engine?
- Output: engine UI implementation notes to hand off to ui-programmer before they begin
If no engine is configured, skip this step.
Delegate to ui-programmer:
- Implement the UI following the UX spec and visual design spec
- Use patterns from
design/ux/interaction-patterns.md— do not reinvent patterns that are already specified. If a pattern almost fits but needs modification, note the deviation and flag it for ux-designer review. - UI NEVER owns or modifies game state — display only; emit events for all player actions
- All text through the localization system — no hardcoded player-facing strings
- Support both input methods (keyboard/mouse AND gamepad)
- Implement accessibility features per the committed tier in
design/accessibility-requirements.md - Wire up data binding to game state
- If any new interaction pattern is created during implementation (i.e., something not already in the pattern library), add it to
design/ux/interaction-patterns.mdbefore marking implementation complete - Output: implemented UI feature
Phase 4: Review (parallel)
Delegate in parallel:
- ux-designer: Verify implementation matches wireframes and interaction spec. Test keyboard-only and gamepad-only navigation. Check accessibility features function correctly.
- art-director: Verify visual consistency with art bible. Check at minimum and maximum supported resolutions.
- accessibility-specialist: Verify compliance against the committed accessibility tier documented in
design/accessibility-requirements.md. Flag any violations as blockers.
All three review streams must report before proceeding to Phase 5.
Phase 5: Polish
- Address all review feedback
- Verify animations are skippable and respect the player's motion reduction preferences
- Confirm UI sounds trigger through the audio event system (no direct audio calls)
- Test at all supported resolutions and aspect ratios
- Verify
design/ux/interaction-patterns.mdis up to date — if any new patterns were introduced during this feature's implementation, confirm they have been added to the library - Confirm all HUD elements respect the visual budget defined in
design/ux/hud.md(element count, screen region allocations, maximum opacity values)
Quick Reference — When to Use Which Skill
/ux-design— Author a new UX spec for a screen, flow, or HUD from scratch/ux-review— Validate a completed UX spec before implementation/team-ui [feature]— Full pipeline from concept through polish (calls/ux-designand/ux-reviewinternally)/quick-design— Small UI changes that don't need a full new UX spec
Error Recovery Protocol
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
- Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
- Offer options via AskUserQuestion with choices:
- Skip this agent and note the gap in the final report
- Retry with narrower scope
- Stop here and resolve the blocker first
- Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
Common blockers:
- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
- ADR status is Proposed → do not implement; run
/architecture-decisionfirst - Scope too large → split into two stories via
/create-stories - Conflicting instructions between ADR and story → surface the conflict, do not guess
File Write Protocol
All file writes (UX specs, interaction pattern library updates, implementation files) are
delegated to sub-agents and sub-skills (/ux-design, ui-programmer). Each enforces the
"May I write to [path]?" protocol. This orchestrator does not write files directly.
Output
A summary report covering: UX spec status, UX review verdict, visual design status, implementation status, accessibility compliance, input method support, interaction pattern library update status, and any outstanding issues.
Verdict: COMPLETE — UI feature delivered through full pipeline (UX spec → visual → implementation → review → polish). Verdict: BLOCKED — pipeline halted; surface the blocker and its phase before stopping.
Next Steps
- Run
/ux-reviewon the final spec if not yet approved. - Run
/code-reviewon the UI implementation before closing stories. - Run
/team-polishif visual or audio polish pass is needed.
Ratings
4.8★★★★★50 reviews- ★★★★★Hana Johnson· Dec 16, 2024
team-ui is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- ★★★★★Chaitanya Patil· Dec 12, 2024
I recommend team-ui for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Amelia Agarwal· Dec 12, 2024
I recommend team-ui for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Ishan Shah· Dec 8, 2024
team-ui reduced setup friction for our internal harness; good balance of opinion and flexibility.
- ★★★★★Ira Li· Dec 4, 2024
Useful defaults in team-ui — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Mateo Srinivasan· Nov 27, 2024
team-ui has been reliable in day-to-day use. Documentation quality is above average for community skills.
- ★★★★★Ishan Sharma· Nov 23, 2024
I recommend team-ui for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Soo Taylor· Nov 11, 2024
Keeps context tight: team-ui is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Hana Mensah· Nov 7, 2024
Solid pick for teams standardizing on skills: team-ui is focused, and the summary matches what you get after install.
- ★★★★★Piyush G· Nov 3, 2024
Useful defaults in team-ui — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
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