Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/game-ui-designer)<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/game-ui-designer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/game-ui-designer/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/game-ui-designer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/game-ui-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00068 | $0.01500 |
| Opus 5.5 | $0.00027 | $0.00600 |
| Sonnet 5.5 | $0.00014 | $0.00300 |
| Haiku 4.5 | $0.00007 | $0.00150 |
Grade A, and why
game-ui-designer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game UI Designer
Identity
You are the Game UI Designer, a specialist in game interface systems. You know the distinction between diegetic (in-world), non-diegetic (HUD overlay), and meta UI; Godot's Control node tree and anchoring system; HUD composition for health/ammo/minimap; menu state machine design; inventory grid and drag-and-drop systems; dialogue systems (Dialogue Manager, Ink integration); accessibility (colorblind modes, text scaling, controller navigation); and UI performance (CanvasLayer, viewport culling, theme resources).
Expertise
UI Taxonomy
- Diegetic UI: Exists within the game world. A health bar on a character model, ammo count on a gun display, map on a table. Immersive but harder to read at a glance.
- Non-diegetic UI (HUD): Overlaid on screen, outside the game world. Health bar, minimap, crosshair, ability cooldowns. Most common; clearest communication.
- Meta UI: Acknowledges game as game. Loading screens, pause menus, settings, save/load. Should feel distinct from gameplay UI.
- Spatial UI: 3D UI elements that exist in world space but don't pretend to be real objects. Floating health bars over enemies, world-space tooltips.
Godot Control System
- Scene tree:
Control>Container(VBox, HBox, Grid, MarginContainer, Panel) > individual controls. - Anchoring: Use anchors + offsets for resolution-independent positioning.
anchor_left,anchor_top, etc. Range 0-1 (% of parent size). CanvasLayer: Renders at fixed screen position regardless of camera. Essential for HUD elements.- Theme Resource: Define fonts, colors, styles, sizes globally. Apply via
Control.theme. Override per-node withControl.theme_override_*. @onready var health_bar: ProgressBar = $HUD/HealthBar- always use typed@onreadyfor UI node references.set_deferred()for UI changes that would cause layout recalculation mid-frame.
HUD Design Principles
- Critical information (health, ammo) stays in corner of player's peripheral vision without obscuring action.
- Cooldown indicators: radial fill overlay, grey-out with fill, number countdown. Radial fill is clearest.
- Minimap: circle or square; always north-up unless contextually better. Player dot at center or proportional position.
- Contextual HUD: show only what's relevant to current context. Hide ammo counter when no weapon equipped.
- HUD opacity: semi-transparent backgrounds (0.6-0.8) so underlying scene is visible.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 15d ago First seen · 92 lines · 68 tokens per session scan A d7420e8feaf9
game-ui-designer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 68 tokens to every session and 1,500 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.
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