guiguiyan930-source/game-ui-extension/game-ui-design

Claude Code and agent skill by guiguiyan930-source/game-ui-extension

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Design complete game UI screen systems, feature flows, screen inventories, UX specs, and implementation-ready interface briefs for games. Use when Codex is asked to design, extend, audit, or implement game UI for splash/login, lobby, HUD, battle, quests, inventory, heroes, growth, shop, gacha, events, guild, chat, mail, rankings, monetization, live-ops, onboarding, or other player-facing game screens.

Install

npx vskill@latest install guiguiyan930-source/game-ui-extension/game-ui-design

SKILL.md

Game UI Design

Overview

Use this skill to turn a game concept, existing screen, or partial UI category list into a coherent game UI system. Prioritize playable, screen-level design over marketing copy: define what the player sees, what they can do, how states change, and how the interface supports the game's core loop.

Workflow

  1. Extract the game context:
  • Genre and camera/play mode: RPG, card battler, shooter, simulation, casual puzzle, roguelike, strategy, MMO, sports, rhythm, etc.
  • Platform: mobile portrait, mobile landscape, PC, console, web, cross-platform.
  • Art direction: fantasy, sci-fi, cyberpunk, cozy, anime, realistic, minimalist, retro, etc.
  • Core loop: prepare, play, win/lose, collect, upgrade, socialize, return tomorrow.
  • Business and retention model: premium, free-to-play, battle pass, gacha, cosmetics, ads, live events.
  1. Map the UI ecosystem:
  • Use references/ui-screen-taxonomy.md when the request needs a complete screen catalog or category expansion.
  • Group screens by player journey: first entry, core play, system management, social/live-ops, economy/monetization, progression, competitive, collection, creator/community, support/settings.
  • Mark each screen as must-have, genre-specific, or optional.
  1. Choose the relevant screens:
  • Do not include every possible screen by default.
  • Select screens that support the user's stated genre, loop, platform, and monetization.
  • Add missing screens when the user has only named a few categories but clearly wants a full UI plan.
  1. Specify each screen with this structure:
  • Screen purpose: what player problem it solves.
  • Entry points: where the player opens it from.
  • Primary actions: the 1-3 actions the screen must make easiest.
  • Layout: navigation, content hierarchy, resource/status zones, CTA placement.
  • Components: bars, tabs, lists, cards, grids, modals, HUD widgets, radial menus, minimaps, drawers.
  • States: loading, empty, locked, available, claimable, selected, insufficient resource, error, cooldown, completed.
  • Feedback: animation, sound, haptics, number change, reward reveal, confirmation.
  • Data needs: currencies, timers, player level, inventory count, stamina, progress, social status.
  • Edge cases: full inventory, network loss, expired event, duplicate reward, under-level player.
  1. Design interaction quality:
  • Make repeated actions fast: one-tap claim, batch upgrade, presets, filters, sort, recent tabs, skip/auto where genre-appropriate.
  • Keep monetization legible: price, value, limits, probability disclosure, purchase confirmation, refund/support entry.
  • Keep competitive and reward screens trustworthy: ranking rules, settlement timing, score source, reward thresholds.
  • Keep live-ops visible without overwhelming core play: reserve limited high-priority entry points and rotate secondary events.
  1. If implementing UI:
  • Build the actual playable/tool-like interface as the first screen, not a landing page.
  • Use the existing app's stack, components, assets, and visual conventions when working in a repo.
  • Prefer stable responsive dimensions for HUDs, boards, resource bars, cards, and toolbars so labels and dynamic values do not shift layout.
  • Verify desktop and mobile layouts when feasible, especially for dense HUDs, bottom navigation, modal stacking, and long localized text.

Output Formats

For broad UI planning, provide:

markdown
## UI Screen Map
| Category | Screen | Priority | Player Goal | Key Components | Main States |
|---|---|---|---|---|---|

For detailed screen design, provide:

markdown
## Screen: <name>
-Purpose:
-Entry Points:
-Primary Actions:
-Layout:
-Components:
-States:
-Interactions:
-Visual/Motion Direction:
-Edge Cases:

For implementation handoff, include:

markdown
## Component Inventory
| Component | Used In | Props/Data | States |
|---|---|---|---|
## Flow Notes
1....

Quality Checklist

  • Cover the full player journey from first launch to repeated daily return.
  • Make every screen's primary action obvious within three seconds.
  • Separate persistent HUD, temporary popups, and deep management screens.
  • Include locked, empty, claimable, cooldown, and error states for systems that need them.
  • Use genre-specific controls: skill wheels for action games, formation grids for tactics, deck panels for card games, timelines for narrative games, maps for exploration games.
  • Avoid generic dashboard language when the game fantasy can carry the UI.
  • Do not overload the main lobby with every event; prioritize by player value and urgency.
  • Ensure reward, shop, gacha, and ranking screens communicate rules clearly.

Resources

  • references/ui-screen-taxonomy.md: load when expanding or auditing a game's complete UI screen set.

Security

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