game-ui-ux
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ui-ux --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# Game UI/UX Build HUDs and menus that stay correct on a phone, an ultrawide monitor, and a TV across a gamepad and a mouse. This skill owns the engine-neutral UI architecture — responsive layout, scaling, focus navigation, screen flow, and how UI talks to game state — and defers the concrete widget API to the engine UI skill. ## When to use - Use when building a HUD (health/ammo/score), a menu (main/pause/settings), an inventory or shop screen, or any overlay, and you want it to scale and navigate correctly. - Use to fix UI that breaks at other resolutions/aspect ratios, ignores notches/safe areas, can't be used with a controller, or is wired to game state by per-frame polling. - Use to structure screen flow (title → game → pause → settings) as a stack, not flag soup. **When *not* to use:** for the engine's concrete UI nodes/components and styling, use `godot-ui-control` or Unity UI (UGUI/UI Toolkit). For *visual* punch (button pop, damage numbers, shake) use `game-feel`. For branching conversation UI use `dialogue-systems`. For translating UI strings, that is localization (see `references/` and `input-systems` for rebinding screens). For card/board layout specifics, the `card-gam
- When to use
- Core workflow
- Patterns
- 1. Anchors + containers, not absolute coordinates
- 2. Scale to a reference resolution (one UI, many screens)
- 3. Safe-area inset for notches / overscan
- 4. Gamepad/keyboard focus (UI is unusable on a controller without it)
- 5. Event-driven HUD (decouple UI from game logic)
- Pitfalls
- References
- Related skills
What does the game-ui-ux skill do?
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
How do I install it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ui-ux --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
