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game-ui-frontend

Design UI surfaces for browser games. Use when the user asks for HUDs, menus, overlays, responsive layouts, or visual direction that must protect the playfield.

60

Quality

75%

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tessl review fix ./plugins/game-studio/skills/game-ui-frontend/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

61%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body delivers specific, opinionated design constraints rather than generic advice, with a clear standards-first structure and well-signaled external references. Its weaknesses are repeated playfield-protection rules across four sections, implicit validation (the playtest checklist is never integrated as a step), and the absence of any concrete code or markup example.

Suggestions

Consolidate the duplicated playfield-protection rules into one section (Standards) and have "What Good Looks Like" and "Anti-Patterns" reference it instead of restating center/lower-middle-clear rules and dashboard anti-patterns.

Wire the playtest checklist into the workflow as an explicit validation step, e.g., a final numbered step: "Verify the result against ../../references/playtest-checklist.md before finishing".

Add one small executable example, such as a CSS-variables theme block or a minimal HUD DOM structure, so the standards have a concrete anchor.

DimensionReasoningScore

Conciseness

The body is bullet-driven with no explanation of concepts Claude already knows, but the playfield-protection rules are stated three to four times across sections ("Keep the center of the playfield clear", "no large center-screen or lower-middle overlays", "Dense overlays that obscure the playfield", "Keep the lower-middle playfield mostly clear"), and "generic dashboard" appears in both the Overview and Anti-Patterns. This duplication goes beyond the minor trimmable instances of anchor 4, fitting anchor 3's "mostly efficient but could be tightened".

3 / 5

Actionability

The guidance is concrete and checkable — "at most one small secondary cluster", "no more than roughly 20-25% of the viewport covered by persistent HUD on desktop", "use CSS variables", "pause or gate camera-control input" — which is strong for an instruction-only skill. It stops short of anchor 5 because there are no copy-paste examples (e.g., a CSS-variable theme block or HUD markup snippet) and the concrete prompt shapes are deferred to an external reference.

4 / 5

Workflow Clarity

"Frontend Standards" provides a numbered sequence (visual direction → theme → hierarchy → playfield protection → overlay readability → mobile → 3D boundaries), but checkpoints are implicit: "What Good Looks Like" is a loose acceptance list and the playtest checklist appears only as a bare References entry rather than a wired-in validation step. This matches anchor 3's "sequence present but checkpoints missing or implicit", not anchor 4's mostly-present checkpoints.

3 / 5

Progressive Disclosure

Sections are well organized, references are one level deep, clearly signaled, and collected in a dedicated References block (plus an in-text pointer: "Use `../../references/frontend-prompts.md` for concrete prompt shapes"). It does not reach anchor 5 because the referenced files live outside the skill bundle (none exist in this skill's references/ directory to verify), and the long duplicated anti-pattern list is inline content that could be split out.

4 / 5

Total

14

/

20

Passed

Description

78%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description cleanly answers both what the skill does and when to use it, with natural trigger terms and a distinctive game-UI framing. Its main weakness is thin action coverage — a single verb ("Design") where a broader enumeration of capabilities would help.

Suggestions

Enumerate a few more concrete capabilities in the description, e.g., "Design and build HUDs, menus, overlays, and responsive layouts for browser games".

Add one or two common synonyms users might say, such as "in-game UI" or "game interface", to strengthen trigger coverage.

DimensionReasoningScore

Specificity

"Design UI surfaces" names the browser-game UI domain and one concrete action, matching the anchor for 1-2 concrete actions without comprehensive coverage. It does not list several specific actions (e.g., building, theming, or implementing HUDs, menus, and overlays individually), so it does not reach 4.

3 / 5

Completeness

It clearly answers "what" ("Design UI surfaces for browser games") and "when" with an explicit "Use when the user asks for..." clause listing concrete trigger phrases. Both parts are fully explicit, matching anchor 5 rather than anchor 4's weaker "when".

5 / 5

Trigger Term Quality

"HUDs, menus, overlays, responsive layouts" are natural phrases a user would say when needing this skill, giving good keyword coverage. A few natural terms are missing (e.g., "interface", "in-game UI", "game frontend"), so it does not reach anchor 5's comprehensive synonym coverage.

4 / 5

Distinctiveness Conflict Risk

"browser games" plus "playfield" frames a clear niche with mostly distinct triggers and minimal conflict with other skills. "Responsive layouts" carries minor overlap risk with general frontend/UI skills, keeping it below anchor 5.

4 / 5

Total

16

/

20

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository

openai/plugins

Path

plugins/game-studio/skills/game-ui-frontend/SKILL.md

Reviewed

Table of Contents

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