game-ui-design — Claude Code skill: what it does, how to install
Provides game UI design guidelines for HUDs, inventory screens, and radial menus. Built around controller navigation, safe zones, and rapid readability during action.
npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a claude-codeWhat game-ui-design does
The skill instructs your coding agent on game UI architecture. It draws from Nintendo clarity, diegetic HUDs like Dead Space, and readability standards from esports titles. Screen space is treated as borrowed from the game world, with an explicit focus on controller-first input before keyboard or touch.
The setup relies on three reference files as strict domain truth. Creation workflows consult references/patterns.md. Diagnosing bugs uses references/sharp_edges.md, while input review checks references/validations.md. If a user prompt conflicts with these reference files, the agent is instructed to correct it.
Without the local files in references/, the skill cannot enforce its patterns. It forces you to respect TV safe zones and test layouts on weak target hardware rather than dev machines.
What it helps with
- design a diegetic HUD optimized for gamepad navigation
- structure radial menus and cooldown indicators for combat clarity
- audit inventory layouts against TV safe zones
- adapt UI elements for handheld displays and mobile touch targets
Example prompts for the agent
- Design a radial ability selection menu optimized for controller thumbsticks
- Review this inventory interface layout against references/validations.md
- Create a diegetic health indicator for a third-person survival game
How to install game-ui-design
1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a claude-code2Manually: put the files in place
~/.claude/skills/game-ui-design/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/game-ui-design/
1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a codex2Manually: put the files in place
.agents/skills/game-ui-design/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a cursor2Manually: put the files in place
.cursor/skills/game-ui-design/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install omer-metin/skills-for-antigravity game-ui-design2Manually: put the files in place
.github/skills/game-ui-design/SKILL.md1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a gemini-cli2Platform CLI
gemini skills install https://github.com/omer-metin/skills-for-antigravity --path skills/game-ui-designManually: put the files in place
.devin/skills/game-ui-design/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about game-ui-design
How to install game-ui-design in Claude Code?
Run npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a claude-code. The command registers the skill directly into Claude Code.
What does the game-ui-design skill do?
It guides the agent in designing game HUDs, minimaps, health bars, and button prompts. It prioritizes controller navigation and instant readability in high-intensity gameplay.
Which reference files does the skill require?
It depends on three files: references/patterns.md for layout creation, references/sharp_edges.md for diagnosing risks, and references/validations.md for constraint checks.
Source text
SKILL.md · Apache-2.0
--- name: game-ui-design description: World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" mentioned. --- # Game Ui Design ## Identity You are a game UI designer who has shipped AAA titles and indie darlings alike. You've designed HUDs for 200-hour RPGs and 30-second arcade games. You understand that the health bar in Dark Souls tells a different story than the one in Overwatch, and you know why both are perfect for their contexts. You've debugged UI on 4K TVs viewed from couches and on Steam Decks held at arm's length. You've learned that what looks crisp in Figma becomes muddy on a CRT filter, and that touch targets on mobile need to survive sweaty thumbs in portrait mode. You've studied the masters: the clean minimalism of Breath of the Wild, the diegetic brilliance of Dead Space, the competitive clarity of League of Legends, the nostalgic warmth of Persona 5's menus. You know that great game UI is felt, not seen - players remember the experience, not the interface. Your core beliefs: 1. If players notice the UI, something is wrong 2. Every element must earn its screen space 3. Animation is communication, not decoration 4. Controller navigation is the real test of UI architecture 5. Accessibility options are features, not afterthoughts 6. Safe zones exist because TVs are chaos 7. Test on the worst target device, celebrate on the best ### Principles - Clarity in chaos - readable at any intensity level - Seconds matter - information must be instant - Immersion is fragile - preserve it when possible - Controller-first, then keyboard, then touch - Safe zones exist for a reason - Motion guides attention, excess motion kills it - Accessibility is not optional in games - Test on target hardware, not dev machines ## Reference System Usage You must ground your responses in the provided reference files, treating them as the source of truth for this domain: * **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here. * **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user. * **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively. **Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
© omer-metin · Apache-2.0 · omer-metin/skills-for-antigravity