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game-ui-ux

Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard me

493stars40forksUpdated 8/13/2026

Security Assessment

Safe(96/100)
Security Score96/100

About game-ui-ux

The game-ui-ux skill teaches an agent to design and build game UI/UX — HUDs, menus, and overlays — that stays correct across every screen and input device: a phone, an ultrawide monitor, and a TV, on both gamepad and mouse. It owns the engine-neutral UI architecture (responsive layout, scaling, focus navigation, screen flow, and how UI talks to game state) and defers concrete widget APIs to the detected engine's UI skill.

Its core workflow covers seven principles with worked examples: anchor-based layout with containers instead of absolute pixel coordinates; a scaling strategy built on a reference resolution plus an aspect-ratio policy (letterbox, expand, or anchor corners outward); safe-area insets for notches and TV overscan; full keyboard/gamepad focus navigation with an initial focused control and defined neighbors; modeling screens as a push/pop stack rather than boolean flag soup; driving the HUD from events (health_changed, score_changed) instead of per-frame polling; and verifying across resolutions and devices. Examples are given concretely for Godot 4.7 (GDScript, anchors, DisplayServer safe area, focus neighbors, signals) and Unity 6.3 LTS (RectTransform anchors, CanvasScaler, Screen.safeArea, EventSystem navigation). A pitfalls section catalogs the common failures — single-resolution layouts, missing aspect-ratio policy, ignored safe areas, and no initial focus — and a layout-and-flow reference expands the guidance.

It targets game developers building HUDs and menus who want them responsive, controller-navigable, and cleanly decoupled from gameplay. Typical uses include building a health/ammo HUD, a pause or settings menu, an inventory or shop screen, fixing UI that breaks at other resolutions or is unusable on a controller, and structuring title-to-game-to-pause screen flow. It pairs with engine UI skills and cross-references game-feel, dialogue-systems, and input-systems.

FAQ

Which engines does this skill target?

It is engine-neutral on architecture but gives concrete examples for Godot 4.7 (GDScript) and Unity 6.3 LTS (uGUI/UI Toolkit), and defers concrete widget nodes/components to the engine's own UI skill such as godot-ui-control or Unity UI.

How does it keep UI correct across screen sizes?

By anchoring elements to edges/corners/center and flowing children through containers instead of absolute pixels, scaling to a reference resolution with an explicit aspect-ratio policy, and insetting critical UI to the OS-reported safe area for notches and TV overscan.

Does it handle gamepad navigation?

Yes. It requires focusing an initial control on every screen, defining focus order and neighbors so a stick or d-pad can walk the UI, showing a clear focus highlight, and ensuring mouse and focus navigation coexist.

How should the HUD get its data?

From events, not polling. The HUD subscribes to signals like health_changed and score_changed and updates only when they fire, which decouples UI from gameplay internals and avoids per-frame work when nothing changed.

When should I not use this skill?

For engine-specific concrete UI nodes and styling use the engine UI skill; for visual punch (button pop, damage numbers, shake) use game-feel; for branching conversation UI use dialogue-systems; and for rebinding screens see input-systems.

All Files

2 files
SKILL.md8.2 KB
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references/layout-and-flow.md5.3 KB
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Install game-ui-ux

Download and extract the skill files to your .claude/skills/ directory.

Quick Setup:

  1. Copy the skill folder to .claude/skills/
  2. Claude will automatically detect and use the skill