skills/design-game-ui/SKILL.md
This skill should be used when the user asks for "game UI", "app-to-game UI", "video game HUD", "controller navigation", "D-pad navigation", "TV app", "ten-foot interface", "game UI key bindings", "controller-first menu", "console-style menu", "TV remote focus", or "directional navigation".
npx skillsauth add b-open-io/prompts design-game-uiInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Turn existing product content into a controller- or remote-first interface without losing the routes, state, actions, accessibility, or operational behavior that already make the app useful.
Treat game UI as an interaction architecture, not a visual reskin. Establish the action model, focus graph, layer stack, safe area, feedback, and test matrix before decorating the shell.
Route in-world 3D, world-space, and diegetic interface work to a 3D design workflow. Route gameplay movement, combat, camera, and vehicle control schemes to gameplay/input-system engineering unless the task also includes menus or HUD.
Inspect the running product and its source before proposing a shell. Record:
Read references/app-conversion.md for the migration procedure and the bOpen.AI-style shell pattern.
Assign every surface one role before arranging it:
| Role | Purpose | Typical examples | |---|---|---| | Shell | Global identity and navigation | rail, status strip, profile, global actions | | Screen | One primary task or content collection | library, store, dashboard, mission list | | HUD | Persistent or contextual status around live content | health, balance, objective, media progress | | Overlay | Temporary focused task above a screen | inventory, quick settings, details, pause | | Modal | Blocking decision requiring explicit resolution | confirmation, permission, critical error | | Toast | Time-bound acknowledgement that never steals focus | saved, connected, reward received |
Do not flatten all content into a HUD. Keep primary work in screens, time-sensitive status in the HUD, and temporary tasks in overlays.
Work in this order:
navigate, confirm, back, menu, paging, tabbing, and product-specific actions. Then bind each supported device. Read references/input-action-map.md.references/focus-navigation.md.references/hud-overlays-feedback.md.references/television-ui.md for television or couch-distance targets.references/accessibility-localization.md.references/validation-telemetry.md.Keep this skill responsible for the interaction contract, then bring in only
the capabilities required to produce or prove the requested result. Read
references/collaboration-and-companion-skills.md before assigning work.
The most common companion is Skill(bopen-tools:ui-audio-theme). Invoke it
when the user wants actual focus, activation, success, error, modal, or
notification sounds rather than only an audio-event specification. Have
Frames (audio-specialist) generate, audition, normalize, and integrate the
sound set through its visual sound picker so the user can hear alternatives,
regenerate a slot, and explicitly accept each result. Keep semantic event
meaning, repeat suppression, accessibility, volume/off behavior, and acceptance
criteria in the game-UI contract. Do not duplicate audio generation or picker
logic in this skill.
Use the same bounded handoff pattern for Lisa and Gemskills visual assets, Kris's 3D or diegetic UI, Theo's application integration, Torque's constrained hardware performance work, and Jason's traversal and device testing. Do not dispatch every collaborator by default.
Never map hover directly to focus without checking its meaning. Convert each pointer behavior explicitly:
confirm; double-click → a separate semantic action or remove it.menu or a visible secondary action.Keep pointer input as an optional parallel path when the platform supports it. Switching devices must not strand focus or change product meaning.
Before implementation, return one cohesive contract containing all of the following:
If the user requested code, implement against this contract in vertical slices. Prove controller-only completion for each slice before migrating the next screen.
Use platform conventions as constraints, not as interchangeable decoration. Record where tvOS, Android TV, Fire TV, Xbox, PlayStation, web, or desktop behaviors diverge. W3C Spatial Navigation is a useful vocabulary and experimental baseline, not a guarantee of identical browser behavior; validate the actual runtime and provide deterministic overrides.
references/app-conversion.md — audit and migrate an existing app without losing behavior.references/input-action-map.md — semantic actions, device bindings, remapping, repeat, deadzones, disconnects, and glyphs.references/focus-navigation.md — deterministic spatial navigation, overrides, memory, scrolling, and recovery.references/television-ui.md — ten-foot layout, safe areas, typography, density, performance, and communal privacy.references/hud-overlays-feedback.md — HUD budgets, overlay layers, Back, notification queues, motion, audio, and haptics.references/accessibility-localization.md — accessible input, narration, captions, color, motion, RTL, and text expansion.references/validation-telemetry.md — device matrix, fixtures, onboarding, performance, analytics, and release gates.references/collaboration-and-companion-skills.md — bounded handoffs to audio, visual, 3D, implementation, performance, and testing capabilities.tools
This skill should be used when a Claude Code session needs to keep working after Anthropic usage runs out, or when the user asks to run the Claude Code harness on GPT-5.6 Sol. Trigger phrases include "my Anthropic usage ran out", "I'm out of Claude usage", "usage limit reached, what now", "keep working on another model", "run Claude Code on GPT-5.6 Sol", "use GPT-5.6 Sol as the model", "set up claudex", "claudex isn't working", "route the harness through CLIProxyAPI", or "bill against my ChatGPT/Codex subscription". It stands up a local proxy so the Claude Code CLI runs on OpenAI's Codex backend as an escape hatch, and diagnoses that setup when it drifts. macOS + Homebrew.
testing
This skill should be used when the user asks to "open Visual Wayfinder", "answer a Wayfinder ticket visually", "turn this decision into a configurator", "show Wayfinder choices as a dashboard", "prototype the Wayfinder questionnaire", or wants interactive choice cards, tradeoff controls, rankings, ranges, toggles, and consequence previews for one active Wayfinder decision. It wraps the Wayfinder skill and JSON Render; it never replaces the tracker or resolves more than the active decision.
development
This skill should be used when the user asks to "make a visual proposal", "write this up so I can share it", "present these options visually", "diagram the trade-offs", "turn this plan into something reviewable", or requests a shareable design pitch, architecture proposal, RFC, options comparison, or visual roadmap for work that has not been built. It produces one self-contained, theme-aware HTML page led by grounded diagrams. Use visual-review instead for completed code changes; do not use this skill for internal task tracking.
tools
This skill should be used when the user asks to "add plugin settings", "make a plugin configurable", "store per-project plugin configuration", "use settings.local.json", "create a plugin state file", "expose skill settings in Agent Master", or "add a skill interface". Distinguishes official Claude Code settings from project-owned configuration and documents bOpen Agent Master skill interface discovery.