game-ui
Skill4 starsChanged 3 months agoMITView on GitHub
Design HUDs, menus and diegetic interfaces with controller navigation and readability at TV distance. Use when designing HUDs, inventory menus, or controller-first interfaces.
3 other projects use a version of this.
Adopted by
Most recently taken up by
- AlomoesDataScience/claude-skillstheir own version, first seen Nov 8, 2026
- colinurbs/claude-modeling-skillstheir own version, first seen Nov 1, 2026
- F0rger123/CLAUDE-DESIGN-GOD-MODEtheir own version, first seen Nov 1, 2026
Other versions3 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 3
- colinurbs/claude-modeling-skills★ 14same name
- AlomoesDataScience/claude-skills★ 1same name
- F0rger123/CLAUDE-DESIGN-GOD-MODE★ 1same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository47 other files it gives its agents.
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- unity-shadersSkill
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- unreal-multiplayer-architectSkill
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The file
We split this skill into the rules it gives an agent
2 rules. 0 are common, 1 is distinctive, and 1 is very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 39
Always display controller button prompts on screen matching the active hardware (e.g.
- Distinctive: line 45
Use high-contrast color coding: Green/Blue (Shields), Red (Low Health), Flashing Amber (Low Ammo).
“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
game-ui
Core Philosophy
User Interface (UI) design for video games is fundamentally different from web or SaaS design. Game UI exists in service of immersion, situational awareness, and gameplay flow. A cluttered, opaque web-style dashboard pasted over a 3D game world shatters immersion. Game UI requires strict classification across diegetic and non-diegetic layers, controller-first spatial navigation (the 10-foot television rule), rapid glanceability during high-stress combat, and responsive resolution scaling.
4-Step Game UI & HUD Architecture
Step 1: The 4 Interface Immersion Layers
- UI Layer Classification:
- Diegetic UI: Exists inside the physical 3D game world and is experienced by the character (e.g. Dead Space holographic health spine, Pip-Boy wrist computer, physical map held in character hands).
- Non-Diegetic UI: Traditional 2D screen overlay completely invisible to the character (e.g. Health bar at top-left, floating minimap, pause menu).
- Spatial UI: UI elements positioned in the 3D world but invisible to the character (e.g. floating waypoint markers over mission objectives, player name tags).
- Meta UI: Visual effects representing character state on screen (e.g. blood splatters on screen when injured, water droplets on camera lens).
Step 2: The 10-Foot Television Rule & TV Safe Zones
- Console & TV Legibility (The 10-Foot Rule):
- A player sitting 10 feet away from a 55-inch television cannot read 12pt web fonts.
- Minimum Font Sizing: Body text must be at least 24pt to 28pt on a 1080p canvas (scaled up proportionally for 4K).
- Action Safe & Title Safe Margins:
- Television bezels crop screen edges (overscan). Keep all critical HUD elements (health, ammo, minimap) within the Title Safe Zone (minimum 10% margin from screen edges).
Step 3: Controller-First Spatial Navigation
- Deterministic D-Pad / Thumbstick Focus:
- Gamepad navigation does not have a mouse cursor. Moving the analog stick must jump focus deterministically to the next spatial neighbor.
- Visual Focus Feedback:
- The currently focused menu item must be unmistakably obvious: high-contrast outline border, subtle scale-up (1.05x), and distinct audio navigation clicks.
- Dedicated Gamepad Button Legends:
- Always display controller button prompts on screen matching the active hardware (e.g.
(A) Select,(B) Back,(X) Reload). Automatically swap prompt icons between Xbox, PlayStation, and Keyboard when input devices switch.
- Always display controller button prompts on screen matching the active hardware (e.g.
Step 4: Combat Glanceability & HUD Hierarchy
- The F-Pattern Combat Glance:
- In high-speed combat, players have $< 100text{ms}$ to check vital signs.
- Anchor vital telemetry (Health, Shield, Primary Ammo) close to the screen periphery or clustered near the center reticle.
- Use high-contrast color coding: Green/Blue (Shields), Red (Low Health), Flashing Amber (Low Ammo).
Deliverable Format: Game UI / HUD Specification (GAME-UI-SPEC.md)
# Game Interface & HUD Specification: [Game Title]
## 1. UI Layer Taxonomy & Immersion Strategy
- **Combat HUD**: Non-Diegetic minimalist HUD (Fades out when out of combat)
- **Inventory System**: Spatial Diegetic backpack inspection
- **World Waypoints**: Spatial floating 3D markers with distance meters
## 2. Television Safe Zones & Resolution Scaling
- **Reference Canvas**: 1920x1080 (Scales dynamically via UI Canvas Scaler to 4K)
- **Title Safe Margin**: 10% inset (96px horizontal, 54px vertical)
- **Minimum Body Typography**: 26pt bold font
- **Color Contrast**: All HUD text uses 2px dark drop shadow (`rgba(0,0,0,0.85)`) to ensure legibility against bright skyboxes.
## 3. Controller Navigation Map (Main Menu / Inventory)
| Input Button | Action Triggered | Visual Feedback | Audio Cue |
|---|---|---|---|
| D-Pad Up / Down | Jump focus to neighbor | 1.05x scale + 2px gold border | `ui_focus_move.wav` |
| Face Button South (A / Cross) | Select / Confirm | Button depress + white flash | `ui_select_confirm.wav` |
| Face Button East (B / Circle) | Back / Close Menu | Instant screen pop | `ui_cancel_back.wav` |
| Left Trigger / Right Trigger | Switch inventory tabs | Sliding tab indicator | `ui_tab_switch.wav` |
## 4. Combat HUD Glancing Layout
- **Top-Left**: Player Level & Team Health Bars
- **Bottom-Right**: Active Weapon Silhouette, Magazine Counter (Huge 48pt text), Grenade icons
- **Bottom-Center**: Ultimate Ability readiness ring (Glows when 100% charged)Worked Example: Fixing Tiny Text in a Console Port
- Problem: PC game was ported to Steam Deck and Xbox; playtesters complained they could not read weapon stats or inventory descriptions.
- Remediation: Implemented a responsive UI scaling mode for handheld/TV screens. Increased minimum body text from 14pt to 26pt; added a high-contrast dark backing card behind weapon comparison tooltips.
- Outcome: Steam Deck verified status achieved; zero negative reviews regarding text legibility.
Verification Checklist
- All critical HUD telemetry placed within the 10% Title Safe boundary.
- Typography adheres to the 10-foot rule (minimum 24pt+ on 1080p).
- Gamepad navigation supports deterministic D-pad focus hopping with clear visual selection state.
- Button prompts dynamically update when switching between Xbox, PlayStation, and Keyboard.
- HUD text includes drop shadows or backings to remain readable against bright 3D backgrounds.
Anti-Patterns
- Microscopic PC Text on TV: Forcing console players to squint at 11pt inventory text.
- Mouse-Only Menu Design: Requiring console players to drag an artificial virtual mouse cursor with an analog stick.
- HUD Clutter: Covering 60% of the game screen with static meters, blocking the player's view of the game world.
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