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SKILL.md

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

install game-ui-ux
# install the awesome-gamedev-agent-skills pack with the skills CLI
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)

skills/disciplines/game-ui-ux/SKILL.md

Apache-2.0Full file
1# Game UI/UX
2
3Build HUDs and menus that stay correct on a phone, an ultrawide monitor, and a TV across a
4gamepad 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 the
6concrete widget API to the engine UI skill.
7
8## When to use
9
10- Use when building a HUD (health/ammo/score), a menu (main/pause/settings), an inventory or
11 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.
15
16**When *not* to use:** for the engine's concrete UI nodes/components and styling, use
17`godot-ui-control` or Unity UI (UGUI/UI Toolkit). For *visual* punch (button pop, damage
18numbers, shake) use `game-feel`. For branching conversation UI use `dialogue-systems`. For
19translating UI strings, that is localization (see `references/` and `input-systems` for
20rebinding screens). For card/board layout specifics, the `card-game` genre composes this skill.
21
22## Core workflow
23
241. **Pick a layout model: anchors + containers, never absolute pixels.** Anchor elements to
25 edges/corners/center and let containers (rows, columns, grids) flow children. Absolute
26 `(x, y)` positions break at the first new resolution.
27…

Excerpt shown under the repository's Apache-2.0 license.

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