# Game UI UX

Design and build game UI/UX, HUDs, menus, and overlays, that survive every screen...

- Repository: https://github.com/gamedev-skills/awesome-gamedev-agent-skills (6445 stars)
- Category: Design
- License: Apache-2.0
- Last updated: 2026-10-28
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ui-ux -g -a claude-code -y`
Codex: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ui-ux -g -a codex -y`
Cursor: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ui-ux -g -a cursor -y`
Gemini CLI: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ui-ux -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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.

## Core workflow

The rest: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/blob/HEAD/skills/disciplines/game-ui-ux/SKILL.md
