| name | game-visual-experience-orchestration |
| description | Use when a game needs its player fantasy and interaction loop routed into HUD, art direction, feedback, camera, input, accessibility, testing, and engine handoff. Use ordinary app UI skills for non-game software and the four game specialists for focused craft. |
| metadata | {"portable":true,"category":"15-game-visual-experience","compatible_with":["claude-code","codex"]} |
Game Visual-Experience Orchestration
Translate a game’s player promise into a coherent, testable visual and interaction experience without duplicating implementation, documentation, or shared design doctrine.
Use When
- A game or playable prototype needs an end-to-end visual-experience direction.
- Player fantasy, core loop, controls, HUD, world readability, feedback, camera, accessibility, art production, and handoff must reconcile.
- Mobile, PC, console, web, 2D, or 3D presentations need one evidence-gated route.
- A game project needs the correct specialist stack rather than generic app UI guidance.
Do Not Use When
- The task is a non-game app or website; route to groups 04, 07, or 14.
- The task is only HUD/menu/interface craft; use
game-ui-hud-and-diegetic-interfaces.
- The task is only visual-development and asset-system direction; use
game-art-direction-and-visual-development.
- The task is only response, impact, camera, motion, VFX, or haptics; use
game-feel-feedback-camera-and-haptics.
- The primary audience is children or a learning outcome is claimed; pair with
educational-and-childrens-game-experience.
- Game mechanics, architecture, production implementation, or SRS authoring is the main work; route to the software or SRS engine.