Skills for Real Engineers. Straight from my .agents directory.
game-ui-ux
Agent skill fromgamedev-skills/awesome-gamedev-agent-skills
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 menu navigation, or wiring UI to game state.
How to install game-ui-ux
npx skills add gamedev-skills/awesome-gamedev-agent-skills# or add only this skill to Claude Code: copy the folder
skills/disciplines/game-ui-ux/
# into
~/.claude/skills/game-ui-ux/ (all projects)
.claude/skills/game-ui-ux/ (one project)
1# Game UI/UX23Build HUDs and menus that stay correct on a phone, an ultrawide monitor, and a TV across a4gamepad and a mouse. This skill owns the engine-neutral UI architecture — responsive layout,5scaling, focus navigation, screen flow, and how UI talks to game state — and defers the6concrete widget API to the engine UI skill.78## When to use910- Use when building a HUD (health/ammo/score), a menu (main/pause/settings), an inventory or11 shop screen, or any overlay, and you want it to scale and navigate correctly.12- Use to fix UI that breaks at other resolutions/aspect ratios, ignores notches/safe areas,13 can't be used with a controller, or is wired to game state by per-frame polling.14- Use to structure screen flow (title → game → pause → settings) as a stack, not flag soup.1516**When *not* to use:** for the engine's concrete UI nodes/components and styling, use17`godot-ui-control` or Unity UI (UGUI/UI Toolkit). For *visual* punch (button pop, damage18numbers, shake) use `game-feel`. For branching conversation UI use `dialogue-systems`. For19translating UI strings, that is localization (see `references/` and `input-systems` for20rebinding screens). For card/board layout specifics, the `card-game` genre composes this skill.2122## Core workflow23241. **Pick a layout model: anchors + containers, never absolute pixels.** Anchor elements to25 edges/corners/center and let containers (rows, columns, grids) flow children. Absolute26 `(x, y)` positions break at the first new resolution.27…
Excerpt shown under the repository's Apache-2.0 license.
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