Game Interface Feedback
Use this skill to make player intent, system state, and consequences legible. The interface is not just menus; it is every path between player intention and game response.
Source Traceability
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapter 15 on interface, control, feedback, transparency, channels, modes, and metaphors. The workflow is transformed and paraphrased.
Supporting sources include Nielsen Norman Group usability heuristics and Microsoft Xbox Accessibility Guidelines.
Workflow
- Map player intent to input, game interpretation, feedback, and consequence.
- Identify what the player must know before, during, and after each action.
- Design feedback across visual, audio, haptic, animation, text, and spatial channels.
- Check controls, HUD, menus, modes, camera, and tutorial prompts for conflict.
- Add accessibility alternatives for critical information.
Required Output
Interaction Map: intent, input, system response, feedback, and failure states.
Feedback Spec: channels, timing, priority, and accessibility alternatives.
UI/Control Notes: HUD, menus, camera, prompts, focus, and mode behavior.
Implementation Tasks: exact components, states, events, and tests.
Usability Risks: ambiguity, hidden state, input conflict, overload, and missed feedback.
Local References
Before producing an interface spec or audit, read:
references/core/guide.md
workflows/interface-audit.md
1---2name: game-interface-feedback3description: Design or audit game controls, HUD, menus, feedback, input mapping, transparency, juiciness, channels, modes, and metaphors. Use when implementing UI, controls, camera, tutorials, status displays, accessibility feedback, or when players are confused about what happened.4license: MIT5compatibility: Codex, Claude Code, and other Agent Skills-compatible clients.6metadata:7 version: "0.1.0"8 displayName: Game Interface Feedback9 category: Game Development10 tags: game-design,ui,ux,controls,feedback,accessibility11---1213# Game Interface Feedback1415Use this skill to make player intent, system state, and consequences legible. The interface is not just menus; it is every path between player intention and game response.1617## Source Traceability1819Primary source: *The Art of Game Design: A Book of Lenses, Third Edition* by Jesse Schell, especially chapter 15 on interface, control, feedback, transparency, channels, modes, and metaphors. The workflow is transformed and paraphrased.2021Supporting sources include Nielsen Norman Group usability heuristics and Microsoft Xbox Accessibility Guidelines.2223## Workflow24251. Map player intent to input, game interpretation, feedback, and consequence.262. Identify what the player must know before, during, and after each action.273. Design feedback across visual, audio, haptic, animation, text, and spatial channels.284. Check controls, HUD, menus, modes, camera, and tutorial prompts for conflict.295. Add accessibility alternatives for critical information.3031## Required Output3233- `Interaction Map`: intent, input, system response, feedback, and failure states.34- `Feedback Spec`: channels, timing, priority, and accessibility alternatives.35- `UI/Control Notes`: HUD, menus, camera, prompts, focus, and mode behavior.36- `Implementation Tasks`: exact components, states, events, and tests.37- `Usability Risks`: ambiguity, hidden state, input conflict, overload, and missed feedback.3839## Local References4041Before producing an interface spec or audit, read:4243- `references/core/guide.md`44- `workflows/interface-audit.md`