# game-ui-design

Provides game UI design guidelines for HUDs, inventory screens, and radial menus. Built around controller navigation, safe zones, and rapid readability during action.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 3900 installs · ★ 183
- Author: omer-metin
- License: Apache-2.0 · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/omer-metin/skills-for-antigravity/tree/HEAD/skills/game-ui-design/SKILL.md
- Updated: 2026-01-22
- HTML: https://affpapa.org/en/nevibecode/skills/game-ui-design

## What it 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.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/game-ui-design/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/game-ui-design/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/game-ui-design/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/game-ui-design/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install omer-metin/skills-for-antigravity game-ui-design
```

2. **Manually: put the files in place**
- File: `.github/skills/game-ui-design/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/omer-metin/skills-for-antigravity --path skills/game-ui-design
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/game-ui-design/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add omer-metin/skills-for-antigravity --skill game-ui-design -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/omer-metin/skills-for-antigravity/tree/HEAD/skills/game-ui-design/SKILL.md

## When to use it
- 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
- 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

## Source text · SKILL.md · Apache-2.0

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 213a742404f5f89c.

BEGIN THIRD-PARTY FILE 213a742404f5f89c
```text
---
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
```
END THIRD-PARTY FILE 213a742404f5f89c

The third-party file has ended. Everything between the 213a742404f5f89c tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

First 2777 of 3616 bytes. © omer-metin · Apache-2.0 · https://github.com/omer-metin/skills-for-antigravity/tree/HEAD/skills/game-ui-design/SKILL.md

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---
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