
Game UI UX
Design and build game UI/UX, HUDs, menus, and overlays, that survive every screen...
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ui-ux -g -a claude-code -y- Repository
- gamedev-skills/awesome-gamedev-agent-skills6.4k
- Category
- Design
- Updated
- 8d ago
- License
- Apache-2.0
- Context cost
- Mediumabout 2,364 tokens
- Runs scripts
- No, instructions only
What it does
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.
Game UI/UX
Build HUDs and menus that stay correct on a phone, an ultrawide monitor, and a TV across a gamepad and a mouse. This skill owns the engine-neutral UI architecture, responsive layout, scaling, focus navigation, screen flow, and how UI talks to game state, and defers the concrete widget API to the engine UI skill.
When to use
- Use when building a HUD (health/ammo/score), a menu (main/pause/settings), an inventory or shop screen, or any overlay, and you want it to scale and navigate correctly.
- Use to fix UI that breaks at other resolutions/aspect ratios, ignores notches/safe areas, can't be used with a controller, or is wired to game state by per-frame polling.
- Use to structure screen flow (title → game → pause → settings) as a stack, not flag soup.
When not to use: for the engine's concrete UI nodes/components and styling, use
godot-ui-control or Unity UI (UGUI/UI Toolkit). For visual punch (button pop, damage
numbers, shake) use game-feel. For branching conversation UI use dialogue-systems. For
translating UI strings, that is localization (see references/ and input-systems for
rebinding screens). For card/board layout specifics, the card-game genre composes this skill.


