When this skill is invoked, orchestrate the UI team through a structured pipeline.
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
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: ux-designer — User flows, wireframes, accessibility, input handling
subagent_type: ui-programmer — UI framework, screens, widgets, data binding
subagent_type: art-director — Visual style, layout polish, art bible consistency
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 1: UX Design
Delegate to ux-designer:
- Define the user flow for this feature (entry points, states, exit points)
- Create wireframes for each screen/state
- Specify interaction patterns: how does keyboard/mouse AND gamepad navigate this?
- Define accessibility requirements: text sizes, contrast, colorblind safety
- Identify data the UI needs to display (what game state does it read?)
- Output: UX spec with wireframes and interaction map
Phase 2: Visual Design
Delegate to art-director:
- Review wireframes against the art bible
- Define visual treatment: colors, typography, spacing, animations
- Specify asset requirements (icons, backgrounds, decorative elements)
- Ensure consistency with existing UI screens
- Output: visual design spec with style notes
Phase 3: Implementation
Delegate to ui-programmer:
- Implement the UI following the UX spec and visual design
- Ensure UI NEVER owns or modifies game state — display only, events for actions
- All text through localization system — no hardcoded strings
- Support both input methods (keyboard/mouse + gamepad)
- Implement accessibility features (text scaling, colorblind mode support)
- Wire up data binding to game state
- 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.
- art-director: Verify visual consistency with art bible. Check at minimum and maximum supported resolutions.
Phase 5: Polish
- Address review feedback
- Verify animations are skippable and respect motion preferences
- Confirm UI sounds trigger through audio event system
- Test at all supported resolutions and aspect ratios
Output
A summary report covering: UX spec status, visual design status, implementation status, accessibility compliance, input method support, and any outstanding issues.
1---2name: team-ui3description: Orchestrate the UI team: coordinates ux-designer, ui-programmer, and art-director to design, implement, and polish a user interface feature from wireframe to final.4---5When this skill is invoked, orchestrate the UI team through a structured pipeline.
6
7## Team Composition
8- **ux-designer** — User flows, wireframes, accessibility, input handling
9- **ui-programmer** — UI framework, screens, widgets, data binding, implementation
10- **art-director** — Visual style, layout polish, consistency with art bible
11
12## How to Delegate
13
14Use the Task tool to spawn each team member as a subagent:
15- `subagent_type: ux-designer` — User flows, wireframes, accessibility, input handling
16- `subagent_type: ui-programmer` — UI framework, screens, widgets, data binding
17- `subagent_type: art-director` — Visual style, layout polish, art bible consistency
18
19Always 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).
20
21## Pipeline
22
23### Phase 1: UX Design
24Delegate to **ux-designer**:
25- Define the user flow for this feature (entry points, states, exit points)
26- Create wireframes for each screen/state
27- Specify interaction patterns: how does keyboard/mouse AND gamepad navigate this?
28- Define accessibility requirements: text sizes, contrast, colorblind safety
29- Identify data the UI needs to display (what game state does it read?)
30- Output: UX spec with wireframes and interaction map
31
32### Phase 2: Visual Design
33Delegate to **art-director**:
34- Review wireframes against the art bible
35- Define visual treatment: colors, typography, spacing, animations
36- Specify asset requirements (icons, backgrounds, decorative elements)
37- Ensure consistency with existing UI screens
38- Output: visual design spec with style notes
39
40### Phase 3: Implementation
41Delegate to **ui-programmer**:
42- Implement the UI following the UX spec and visual design
43- Ensure UI NEVER owns or modifies game state — display only, events for actions
44- All text through localization system — no hardcoded strings
45- Support both input methods (keyboard/mouse + gamepad)
46- Implement accessibility features (text scaling, colorblind mode support)
47- Wire up data binding to game state
48- Output: implemented UI feature
49
50### Phase 4: Review (parallel)
51Delegate in parallel:
52- **ux-designer**: Verify implementation matches wireframes and interaction spec. Test keyboard-only and gamepad-only navigation. Check accessibility.
53- **art-director**: Verify visual consistency with art bible. Check at minimum and maximum supported resolutions.
54
55### Phase 5: Polish
56- Address review feedback
57- Verify animations are skippable and respect motion preferences
58- Confirm UI sounds trigger through audio event system
59- Test at all supported resolutions and aspect ratios
60
61## Output
62A summary report covering: UX spec status, visual design status, implementation status, accessibility compliance, input method support, and any outstanding issues.