plugins/game-dev/design/ui-ux-game/SKILL.md
Use when designing game UI — HUD patterns, menu systems, onboarding flows, feedback loops, accessibility features, or notification systems. Triggers: HUD, menu, onboarding, accessibility, UI, UX, game interface.
npx skillsauth add fcsouza/agent-skills design-ui-ux-gameInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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HUD patterns, menu systems, feedback loops, onboarding, and accessibility for any game type. Genre-agnostic — the same principles apply whether you're building an idle clicker, an MMO, or a puzzle game.
Trigger: game UI, game UX, HUD, menu system, game feedback, onboarding, tutorial, accessibility, game interface, notification system, settings menu, inventory UI, tooltip, progress bar, game menu
game-design-fundamentals — feedback loop and player motivation contextFumito Ueda: "Minimalism amplifies emotional impact. Remove everything that doesn't serve the experience." Jenova Chen: "The interface should be invisible — players should feel, not read." Shigeru Miyamoto: "Good UI teaches through interaction, not instruction."
| Pattern | Use Case | Implementation | |---------|----------|---------------| | HUD overlay | Always-visible game state | Fixed position, minimal footprint | | Radial menu | Quick action selection | Triggered by hold/right-click | | Tab navigation | Multi-system management | Tabs with badge indicators | | Modal dialog | Confirmations, important info | Blocks game, requires action | | Toast notification | Non-critical updates | Auto-dismiss, stackable | | Tooltip | Contextual details | Hover/long-press, positioned smart | | Progress bar | Show advancement | Linear or radial, with milestones | | Inventory grid | Item management | Drag-drop, sort, filter, search |
1. First interaction → teach core mechanic (no text, just do it)
2. First reward → show feedback system (number go up, sound, visual)
3. First choice → teach decision-making (two options, clear difference)
4. First failure → teach recovery (low stakes, quick retry)
5. First system unlock → teach progressive disclosure (new tab appears)
game-design-fundamentals — feedback loops and reward scheduleslevel-design — tutorial level integrationelevenlabs-sound-music — audio feedback integrationFumito Ueda (ICO, Shadow of the Colossus): The best UI is invisible. In ICO, there's no HUD — the player grips Yorda's hand, and that IS the interface. Every UI element you add should justify its existence against the alternative of removing it entirely.
Jenova Chen (Journey, Flower): UI should create emotional connection, not information overload. In Journey, the entire "multiplayer UI" is another player's presence. No health bars, no names, no chat — just shared experience through minimal interface.
Shigeru Miyamoto (Mario, Zelda): The best tutorials are the ones players don't notice. World 1-1 of Super Mario Bros teaches running, jumping, enemies, power-ups, and secrets — all without a single line of text.
tools
Use when implementing client-server state synchronization, delta compression, optimistic updates, rollback netcode, or real-time game state reconciliation. Triggers: state sync, netcode, delta, rollback, interpolation, prediction.
testing
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
development
Audits existing game code against design principles — checks server-authority, schema conventions, auth security, payment safety, narrative coherence, and MVP scope drift. Extract the optional component name or path from the user's message (defaults to entire src/). Use after building components or before committing.
testing
Designs a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Extract the quest name from the user's message. Requires docs/world-lore.md and docs/quest-registry.md.