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Game Ui Workflow

Community
witnesstodark
game-ui-workflow

Design and implement game HUDs, menus, icons and portrait systems from visual proposals through reusable engine assets and input checks. Use when a game interface needs a coherent visual and behavior contract.

Overview

Publisherwitnesstodark
Repositorymr-mak-workspace
Skill namegame-ui-workflow
Stars
545
Forks
183
Bundled files
Instructions only
LicenseMIT
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.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by witnesstodark on GitHub. Read the source before you install it.

Installation

Install the Game Ui Workflow 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/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-ui-workflow
  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/witnesstodark/mr-mak-workspace.git /tmp/mr-mak-workspace
mkdir -p .claude/skills
cp -r /tmp/mr-mak-workspace/.agents/skills/game-ui-workflow .claude/skills/game-ui-workflow
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Ui Workflow 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 Workflow 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 Workflow 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 workflow

Inspect the current game camera, input rules, UI framework and representative screens. Reuse the project's selected visual language and framework. Establish the information and actions the player needs before generating decorative art.

Design against real gameplay

Use a native game capture as the context for a proposal. Keep it intact when comparing HUD alternatives, so changing the background cannot disguise contrast or obstruction. Define shared surface, type, spacing and selection tokens; preserve semantic colours for ownership, health, danger and accepted choices.

Separate visual art from live data. Decide which values come from runtime state, which actions dispatch existing commands and what remains unimplemented. Show unavailable data honestly instead of inventing a currency, timer or gameplay rule. Include hover, selected, disabled, empty and overflow states when relevant.

Review the actual interface scale and aspect ratios. Corner anchors, minimum sizes, long labels and compact rosters should remain usable at a narrow viewport. Test the intended selection/grouping rules; unit type and team may be independent keys. A combined health display and a range of differing stats are different data.

Prepare reusable assets

Keep approved art and source masters, with stable asset IDs and a manifest of source paths/hashes. Export icons at their intended display scale. Check alpha edges on light/dark backgrounds, shared optical weight and silhouette readability. For stretchable panels, identify border regions explicitly; verify corners at several sizes before choosing nine-slicing or another rendering approach.

Static and animated portraits need the same crop and a reliable still fallback. Budget concurrent video decoders/render targets, share identical playback when appropriate and release hidden views. Portrait art should be data-driven rather than adding a new UI branch for each character. Preserve GUIDs and existing bindings when updating imported assets.

Integrate and prove interaction

Use the engine's existing UI tools or an available editor bridge. State the required framework/package instead of assuming a particular MCP is installed. Keep layout and world-input exclusion in agreement: a click over a panel must not also command the world. Verify hover/click, drag, keyboard focus, selection, minimap behaviour and pause/return paths that the changed screen owns.

Read current values and cooldowns from their authoritative systems. Avoid duplicating combat/production timers in presentation code. Reuse views, bound expensive updates and avoid per-frame texture readback for a minimap.

Save the real assets and check them in a fresh engine session. Deliver the theme, asset mapping, native captures, tested interactions and open decisions. A browser mockup approval is a design decision, not a claim of engine integration.

Example request: "Give the existing HUD a compact unit panel and six matching command icons." Success includes consistent icons, real selection data, working commands, overflow behaviour and no click-through. Dependencies: the current UI sources, game captures and target-engine access for implementation.

Frequently asked questions

What does the Game Ui Workflow AI skill do?

Design and implement game HUDs, menus, icons and portrait systems from visual proposals through reusable engine assets and input checks. Use when a game interface needs a coherent visual and behavior contract.

Why use Game Ui Workflow on TypingMind?

Because you install it once and use it with any model. Game Ui Workflow 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 Workflow in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-ui-workflow. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Game Ui Workflow?

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 Workflow?

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

Is the Game Ui Workflow AI skill free?

Yes. It is published on GitHub by witnesstodark under the MIT 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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