Game Ui Ux logo

Game Ui Ux

OrganizationPopular
gamedev-skills
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 menu navigation, or wiring UI to game state.

Overview

Publishergamedev-skills
Repositoryawesome-gamedev-agent-skills
Skill namegame-ui-ux
Stars
1.3K
Forks
107
Bundled files
1
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by gamedev-skills on GitHub. Read the source before you install it.

Installation

Install the Game Ui Ux AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/game-ui-ux
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git /tmp/awesome-gamedev-agent-skills
mkdir -p .claude/skills
cp -r /tmp/awesome-gamedev-agent-skills/skills/disciplines/game-ui-ux .claude/skills/game-ui-ux
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Ui Ux in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Ui Ux on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Ui Ux is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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

  1. Pick a layout model: anchors + containers, never absolute pixels. Anchor elements to edges/corners/center and let containers (rows, columns, grids) flow children. Absolute (x, y) positions break at the first new resolution.
  2. Choose a scaling strategy for the whole UI: a reference resolution that scales to fit (most games), plus a policy for extra width/height on other aspect ratios (letterbox, expand, or anchor HUD corners outward).
  3. Respect the safe area. Inset critical UI from screen edges so notches, rounded corners, and TV overscan don't clip it.
  4. Make every screen keyboard/gamepad navigable. Set an initial focused control per screen, define focus order/neighbors, and show a clear focus highlight. Mouse and focus must coexist.
  5. Model screens as a stack. Push (pause over game), pop (resume), with input + visibility handed to the top screen. This makes overlays and "back" trivial.
  6. Drive the HUD from events, not polling. The HUD subscribes to health_changed, score_changed, etc. and updates only when they fire — it does not read game state every frame.
  7. Verify across screens and devices. Resize the window, switch aspect ratios, unplug the mouse and navigate by gamepad only, and confirm focus, scaling, and safe-area insets. Report what you actually observed at which resolutions.

Patterns

1. Anchors + containers, not absolute coordinates

gdscript
# Godot 4.7. Anchor a HUD label to the TOP-LEFT; let a container flow a row of hearts.
func _ready() -> void:
    $Score.set_anchors_preset(Control.PRESET_TOP_LEFT)   # sticks to the corner at any size
    # An HBoxContainer auto-lays-out children left-to-right; never position hearts by hand.
    for i in lives:
        $Hearts.add_child(make_heart())                   # HBoxContainer spaces them for you
# Unity 6.3 LTS uGUI: set RectTransform anchors to the corner; use a HorizontalLayoutGroup.
# RIGHT: anchors + layout groups. WRONG: rect.anchoredPosition = new Vector2(640, 360) (1080p-only).

2. Scale to a reference resolution (one UI, many screens)

text
# Godot 4.7 — Project Settings > Display > Window > Stretch:
#   Mode = "canvas_items", Aspect = "expand", reference size e.g. 1920x1080.
#   UI scales to the window; "expand" reveals extra space you anchor HUD corners into.
# Unity 6.3 LTS — Canvas > CanvasScaler:
#   UI Scale Mode = "Scale With Screen Size", Reference Resolution = 1920x1080,
#   Match = 0.5 (blend width/height) — pick 1.0 if your HUD is height-critical.

3. Safe-area inset for notches / overscan

gdscript
# Godot 4.7. Inset a margin container to the OS-reported safe rect (phones, TVs).
func _apply_safe_area() -> void:
    var safe: Rect2i = DisplayServer.get_display_safe_area()
    var win := DisplayServer.window_get_size()
    $Margin.add_theme_constant_override("margin_left", safe.position.x)
    $Margin.add_theme_constant_override("margin_top",  safe.position.y)
    $Margin.add_theme_constant_override("margin_right", win.x - safe.end.x)
    $Margin.add_theme_constant_override("margin_bottom", win.y - safe.end.y)
# Unity 6.3 LTS: read Screen.safeArea (Rect in pixels) and set a panel's anchorMin/anchorMax to
# safeArea.position / (position+size) normalized by Screen.width/height.

4. Gamepad/keyboard focus (UI is unusable on a controller without it)

gdscript
# Godot 4.7. Give each screen a default focus and wire neighbors so a stick/d-pad walks it.
func _on_screen_shown() -> void:
    $PlayButton.grab_focus()                               # always focus SOMETHING on open
$PlayButton.focus_neighbor_bottom = $SettingsButton.get_path()
$SettingsButton.focus_neighbor_top = $PlayButton.get_path()
# Unity 6.3 LTS: EventSystem.SetSelectedGameObject(playButton) on enable; set each Selectable's
# Navigation (Explicit or Automatic). RIGHT: a control is focused on open. WRONG: nothing
# selected → the gamepad does nothing and the player is stuck.

5. Event-driven HUD (decouple UI from game logic)

gdscript
# RIGHT: HUD reacts to a signal; it updates only when health actually changes.
func _ready() -> void:
    player.health_changed.connect(_on_health_changed)     # emitted by gameplay
func _on_health_changed(current: int, max: int) -> void:
    $HealthBar.value = float(current) / max
# WRONG: func _process(dt): $HealthBar.value = player.hp / player.max_hp  # polls every frame,
# couples UI to the player's internals, and runs work even when nothing changed.

Pitfalls

  • Absolute pixel positions / a single design resolution. Looks right on your monitor, broken everywhere else. Anchor to edges/center and flow with containers.
  • No aspect-ratio policy. 16:9-only layouts crop or letterbox badly on ultrawide and phones. Decide expand vs letterbox and anchor HUD to corners that move outward.
  • Ignoring the safe area. HUD under a notch or lost to TV overscan. Inset critical elements.
  • No initial focus / no focus neighbors. The game is unplayable on a gamepad; players land on a menu with nothing selected. Always focus one control and define navigation.
  • Polling game state in _process/Update. Couples UI to internals and wastes work. Push updates via signals/events.
  • Tiny fixed font sizes. Unreadable on a TV-at-distance or a small phone. Scale text with the UI and offer a text-size option.
  • Menu flow as boolean flags (isPaused, inSettings, …) becomes unmanageable. Use a screen stack with push/pop.
  • Hardcoded English strings baked into layout. Translations overflow buttons. Externalize strings and let containers size to content (see references/).
  • Mouse-only or focus-only. Support both; switching input device should not strand the user.

References

  • For stretch/scale modes per engine, the safe-area math, a complete focus-navigation and screen-stack pattern, diegetic vs non-diegetic UI, accessibility (text size, contrast, colorblind-safe state), and localization-ready layout, read references/layout-and-flow.md.

Related skills

  • godot-ui-control, Unity UI (UGUI/UI Toolkit) — the concrete widgets, themes, and styling.
  • game-feel — button pops, transitions, and HUD juice that ride on top of this layout.
  • dialogue-systems — conversation/choice UI that lives inside this UI shell.
  • input-systems — device switching, rebinding screens, and accessible controls.
  • rpg, card-game, tower-defense, visual-novel — UI-heavy genres that compose this skill.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Ui Ux AI skill do?

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.

Why use Game Ui Ux on TypingMind?

Because you install it once and use it with any model. Game Ui Ux is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Ui Ux in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/game-ui-ux. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Ui Ux?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Ui Ux?

As many as you like. As long as a model supports skills, you can use Game Ui Ux with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Ui Ux AI skill free?

Yes. It is published on GitHub by gamedev-skills under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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