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Agent Skill · 前端设计

team-ui(团队用户界面)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

team-ui 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为执行命令;许可证信息还不明确,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 3,877。

总安装 1,077周安装 44GitHub Stars 16,592下载 345核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:team-ui(团队用户界面)
来源仓库:https://github.com/donchitos/claude-code-game-studios
仓库路径:skills/team-ui
安装命令:
npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-ui
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-ui

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

team-ui 用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素。涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

team-ui 属于前端设计类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/team-ui

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/donchitos/claude-code-game-studios --skill tea…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

team-ui 怎么安装?

在终端执行 npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-ui。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

team-ui 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

team-ui 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-ui 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

team-ui 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

team-ui 用的人多吗?

公开数据是累计安装 1,077 次,近一周安装 44 次,下载 345 次,GitHub 16,592 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

team-ui 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 来源仓库有 16,592 星,维护活跃度相对可查。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
team-ui

团队用户界面 · 本页

1,07716,592执行命令未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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.md Engine Specialists → UI Specialist)
  • accessibility-specialist — Audits accessibility compliance at Phase 4

Templates used by this pipeline:

  • ux-spec.md — Standard screen/flow UX specification
  • hud-design.md — HUD-specific UX specification
  • interaction-pattern-library.md — Reusable interaction patterns
  • accessibility-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 handling
  • subagent_type: ui-programmer — UI framework, screens, widgets, data binding
  • subagent_type: art-director — Visual style, layout polish, art bible consistency
  • subagent_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 audience
  • design/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 patterns first 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.md at 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-design with argument: hud (e.g., /ux-design hud). - For the interaction pattern library, run /ux-design patterns once 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.md before 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.md is 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-design and /ux-review internally)
  • /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:

  1. Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
  2. 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.
  3. 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

  1. 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-decision first
  • 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-review on the final spec if not yet approved.
  • Run /code-review on the UI implementation before closing stories.
  • Run /team-polish if visual or audio polish pass is needed.

平台分布

Codex

36.68%
按下载量换算127

Claude

29.02%
按下载量换算100

Cursor

16.5%
按下载量换算57

Gemini CLI

8.3%
按下载量换算29

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-ui 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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