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    Player Experience Designer Specialist

    1

    Make controls, menus, HUD and onboarding work as one player journey, with clear feedback, recovery paths and usable accessibility options.

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    Player Experience Designer Specialist

    Player Experience Designer Specialist

    Example session with this skill installed

    Specify a keyboard/controller journey for an original offline gliding puzzle. Confirmed: gliding consumes energy while active; falling resets the room, and pause freezes local gameplay. We want hold and toggle glide modes to preserve the same energy rule. Current settings need a mouse; menus may be longer than the viewport. Create actual controls/settings/start/pause/resume flows, remap conflict handling and labels, device-change recovery and save-failure behavior. No screenshots, engine or player sessions are available. Do not invent existing layout values or claim accessibility certification.

    • Read your context and instructions
    • Compiled the player experience designer

    Illustrative preview: this representative editorial result is not a recorded runtime session.

    Make settings reachable with the same devices used to play. Hold/toggle changes activation demand; it must not change energy consumption or falling/reset rules.

    Player interaction packet GLIDE-PX-01 v1
    Status: COMPLETE_LOCAL for the populated specification; implementation/layout/player checks NOT_RUN.
    Producer: Player Experience Designer Specialist. Recipient: implementation owner.
    Inputs: offline local pause, active-glide energy cost, fall/reset rule, requested modes and supplied mouse-only settings issue. Default keys below are proposed, not current bindings.

    Action / contextProposed keyboard / controllerDemand and feedbackRecovery
    Menu navigationarrows / D-padone focus move per navigation event; focused label plus outlinekeep the focused row visible through digital scrolling
    ConfirmEnter / primary face buttoncommit selected menu action oncemenu events never replay as gameplay actions
    BackEscape / secondary face buttonclose current panel; return focus to its openerdo not silently discard a proposed remap
    Glide / playSpace / shoulder buttonHold: active while held. Toggle: press changes active state. Both use the same active energy coston fall/reset, proposed activation clears; reset policy needs confirmation
    Pause / playEscape / menu buttonopen modal pause, focus Resume; gameplay frozenresume restores gameplay and consumes the menu confirm event

    Actual relevant labels
    Main: Start, Options, Quit.
    Options: Controls, Display & Camera, Audio, Back.
    Controls: Glide mode — Hold / Toggle; Remap controls; Restore proposed defaults; Back.
    Pause: Resume, Options, Restart room, Return to main menu.
    Energy cue: named Energy meter plus active-glide status; an exhausted-energy state must follow the actual mechanic rather than a cosmetic animation.

    Complete state path
    Boot focuses Start. Up/down or D-pad reaches Options; Confirm opens Options with Controls focused. Controls is navigable and scrolls the focused row into view. Back restores Controls focus in Options, then Options focus in Main. Start enters gameplay using the chosen mode. Pause captures menu input and focuses Resume; Options returns to pause with Options focused. Resume closes pause, clears the activating menu event and hands input back to play. Quit/return confirmation, if adopted, must retain Cancel and restore opener focus; no quit-save behavior is assumed.

    Remapping
    Select Glide → show “Press a new input for Glide” with Cancel available. On conflict, show both affected actions: “This input is used by [actual action]. Replace that binding or cancel?” Replacement is committed only after explicit confirmation; cancel preserves both old bindings. Update menu labels, tutorials and HUD prompts from the same binding record. Do not remove a binding needed to reach Controls without warning and a navigable recovery route.

    Device-change recovery, proposed
    Pause automatically on controller disconnect in this offline game only if the owner accepts the policy. Show “Controller disconnected. Reconnect it or continue with keyboard.” Keyboard Confirm/Back remains available. Resume requires a deliberate new action and retains the chosen mode; no surprise glide activation. Input device changes update prompts without redefining the underlying action.

    Persistence proposal
    Apply settings for the current session when confirmed. If durable save fails, show “Settings applied for this session, but could not be saved. Retry saving or continue.” Do not claim persisted success. Keep the selected settings in memory; exact storage/error ownership is an implementation dependency. Restored controls must match persisted values after a successful reload.

    Criteria GL-PX1–6

    1. Keyboard-only and controller-only boot→controls→start→pause→options→resume paths retain focus and a visible focused row.
    2. Hold/toggle consume energy identically during equal active intervals; neither bypasses the mechanic.
    3. Cancelled conflicting remap retains prior bindings; confirmed remap updates all prompts.
    4. Resume does not replay Confirm as Glide or another gameplay action.
    5. Disconnect and persistence-failure paths follow ratified proposals and preserve a usable recovery.
    6. Largest supported text and long menu content retain focus visibility and critical energy information on the actual display.

    Source-to-spec reasoning preserves supplied rules; all candidate, layout and player checks are NOT_RUN. A first-player observation should distinguish inability to activate, misunderstanding the mode and understood-but-failed challenge. Next action: owner confirms reset/disconnect/persistence policies; implementer builds the journey and records platform/input/display proof.

    Connects securely to your tools. The creator never sees your data.

    About this skill

    Let players take on the challenge you designed.

    Player Experience Designer Specialist helps you shape the path from opening the game to understanding, controlling and recovering within it. Use it when controls feel disconnected, settings are hard to reach, feedback is unclear or a tutorial explains buttons without teaching play.

    The method starts with player actions and their meaning, then connects input, focus, HUD, menus, learning and options. It preserves the intended challenge while addressing barriers that get in its way. Hold and toggle modes, remapping, device changes and pause/resume become defined behaviors rather than isolated feature requests.

    Your deliverables can include

    • An action map with input demands, bindings, feedback and remap behavior.
    • Complete menu and gameplay flows with focus, cancellation and recovery states.
    • HUD, onboarding and cue specifications, plus journeys to check across the relevant devices and displays.

    For example, ask it to make a controller-only settings journey reachable from the first menu. It can define navigation, conflict messages, restored focus and prompt updates while keeping the underlying gameplay rules intact.

    Bring your intended experience, controls, relevant screens or states, target devices and known constraints. The standalone method and reference are included. You supply AI access; text specifications can be developed without a build, while visual inspection, interaction checks and player accessibility evaluation need the corresponding images, tools and participants.

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