SkillsLib.ai

Game Menu Interaction Flow Designer

Design game menu flows with state diagrams, input mapping, and accessibility specs

4.1(30 reviews)
100+ downloads
Updated Nov 2026
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What You Can Do

You can create comprehensive menu systems by documenting complete user journeys—how players enter menus, navigate between screens, confirm selections, and handle edge cases. Claude generates interaction flows, state transition diagrams, input mapping specifications for controllers and keyboards, and accessibility requirements (colorblind modes, remappable controls, subtitle support) that developers can implement directly. This approach catches design issues early and ensures menus work seamlessly across platforms.

Features

State Diagram Generation

Visual representations of menu states (active, focused, disabled, loading) and transitions between screens

Navigation Pattern Documentation

Complete user flows showing entry/exit points, screen hierarchy, and branching paths for complex nested menus

Controller & Keyboard Mapping

Explicit input specifications for gamepad buttons, analog sticks, keyboard keys, and alternative control schemes

Accessibility Specifications

Built-in requirements for colorblind-friendly design, remappable controls, subtitle support, and screen reader compatibility

Platform Scalability Framework

Unified menu logic specifications for porting across PC, console, and mobile with platform-specific adjustments

Edge Case Handling

Documentation for back button behavior, confirmation dialogs, loading states, and error recovery flows

Implementation-Ready Documentation

Formatted output that developers can directly reference during coding, reducing design-to-development friction

Example Output

Input for: Main menu + pause menu with controller support

Generated Output includes:

code
State Diagram:
MENU_CLOSED → MAIN_MENU_OPEN → SETTINGS → GRAPHICS_SUBMENU
                    ↓
              PLAY → LEVEL_SELECT → LOADING

Controller Mapping:
A Button: Confirm selection
B Button: Back/Cancel
D-Pad Up/Down: Navigate menu items (highlight changes)
LS (Left Stick): Alternative navigation
RT: Open help overlay

Accessibility:
- High contrast mode for colorblind players
- Text size options (3 levels)
- Remappable button layout
- Screen reader support for all menu items

Another example: Inventory menu with drag-and-drop and filtering

code
Navigation Flow:
Pause Menu → Inventory Open → Item Category Filter → Item Detail View → Drop/Equip Action → Confirmation → Back to Inventory

Input Mapping:
Mouse: Click items, drag to slots
Keyboard: Tab through items, Enter to confirm, Esc to cancel
Controller: LB/RB to filter, D-Pad to navigate grid, A to interact

What's Included

  • SKILL.md instruction file: Complete skill documentation and usage guidelines
  • Menu Flow Template: Pre-structured format for documenting navigation patterns and state transitions
  • State Diagram Framework: Markdown and visual notation guide for creating state machines
  • Controller Mapping Checklist: Standardized input specification format for gamepad and keyboard
  • Accessibility Requirements Checklist: Comprehensive list of design considerations (contrast, remapping, alt inputs, screen reader support)
  • Platform Scalability Worksheet: Guidelines for adapting menu specifications across PC, console, and mobile platforms

Who It's For

  • Game UI/UX Designers — Planning and documenting menu systems for indie and studio game projects
  • Game Developers — Translating design specifications into functional menu code with clear input and state requirements
  • Product Designers (Games) — Mapping user flows and interaction patterns for player onboarding and settings navigation
  • Accessibility Specialists — Ensuring game menus meet WCAG standards and support players with diverse input methods
  • Technical Leads — Architecting menu systems that scale across multiple platforms and input devices

Best For

  • Designing main menus, pause menus, and settings screens for new games
  • Creating complex nested menu hierarchies with 10+ screens and multiple entry points
  • Specifying controller input mapping for console ports or gamepad support
  • Documenting state machines for menu transitions and edge case handling
  • Planning accessibility features like remappable controls, colorblind modes, and alternative input methods
  • Scaling menu architectures across PC, console, and mobile platforms with unified logic

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