| name | game-visual-design |
| description | Use when an oasis7 change creates or modifies visual/player-visible game UI content, including screen hierarchy, readability, contrast, composition, density, motion emphasis, screenshot review criteria, or visual reference workflows for viewer, web, launcher, or gameplay screens. |
Game Visual Design
Use this skill to turn a player-facing screen into concrete visual hierarchy findings, visual acceptance criteria, or a design brief.
When to Use
Use this skill when the task changes visual or player-visible content, especially when:
- a task changes visible UI/game presentation, HUD-like surfaces, overlays, menus, maps, boards, or status panels
- screenshot review needs criteria for hierarchy, contrast, density, scale, typography, color, spacing, or motion emphasis
- visual references or target images are useful but must stay bounded by oasis7 runtime and originality constraints
game_visual_interaction_designer is reviewing a visual/player-facing change before handing a brief to viewer_engineer or residual visual risk to qa_engineer
Do not use this skill when:
- the task is a non-visual workflow, repository, runtime, or prose-only judgment with no visual/player-visible content change
- the question is primarily input flow, controls, micro-interaction states, or error recovery; use
game-interaction-design
- the question is gameplay rule clarity or balance; involve
gameplay_designer
- the question is frontend implementation detail, browser automation, or renderer feasibility; involve
viewer_engineer
Core Workflow
- Name the visual job:
- what the player must notice first
- what is actionable, ambient, historical, dangerous, or blocked
- which runtime/viewer data drives the visible state
- Review hierarchy and readability:
- scale and position make the primary action/state obvious
- contrast separates interactive, selected, disabled, warning, and background layers
- typography and density support scanning without oversized hero treatment inside tool surfaces
- color, icons, and motion do not carry critical meaning alone
- Review composition and game fit:
- screen layout supports the current play loop rather than generic SaaS or marketing composition
- visual emphasis follows gameplay/state priority, not decoration
- target images or references are translated into oasis7-specific constraints, not copied
- Produce visual acceptance criteria:
- required screenshots or videos, viewport sizes, and states
- comparison notes against target/reference material when used
- motion intensity or reduced-motion risk for animated emphasis when relevant
- residual risk if no real viewer/browser/native screenshot is available
Source Map
Read references/source-map.md when adapting this skill, citing external rationale, or deciding whether a new visual rubric item belongs here.
Borrowed as inputs:
- visual hierarchy, scale, balance, contrast, and Gestalt principles
- game accessibility readability criteria
- platform game-screen guidance
- game UI reference taxonomy
Rejected as defaults:
- copying reference UI assets or style treatments
- using generated target images as proof of implementation
- treating non-game design systems as oasis7 visual direction
Oasis7-Specific Surfaces
- role owner for professional conclusions:
.agents/roles/game_visual_interaction_designer.md
- implementation handoff owner:
.agents/roles/viewer_engineer.md
- verification handoff owner:
.agents/roles/qa_engineer.md
- visual companion skill:
skills/gpt-image-2/SKILL.md
- browser evidence skill:
skills/agent-browser/SKILL.md
- workflow evidence sink: GitHub task issue evidence comments
Known Failure Modes
- Letting the screen become a pretty composition that hides the next player action.
- Treating a reference board, HUD, or menu as a license to copy another game's assets or style.
- Claiming visual completion from Image2/target images without real rendered screenshots.
- Using contrast or color rules without checking actual game state, viewport, and density.
Guardrails
- Treat this as mandatory only for visual or player-visible content changes; for other
game_visual_interaction_designer participation, use it only when the slice contract names a visual risk.
- Keep visual findings separate from gameplay-rule findings and implementation feasibility.
- Do not create fake affordances or decorative state that runtime/viewer data cannot support.
- Do not let visual references replace original oasis7 direction, screenshot evidence, or QA review.
- If implementation follows from the brief, name the minimum view states and screenshot set that can verify it.
Verification
- Minimum skill-surface checks after editing this skill:
./scripts/lint-skills.sh
./scripts/doc-governance-check.sh
./scripts/pm/lint.sh
git diff --check
- Expected result:
- the skill stays concise, links only existing supporting files, and preserves the role/verification boundary.