game-ui-designer

game-ui-designer is an agent for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 68 tokens per session (1,500 once invoked), scanned A, original, MIT.

A specialist for designing game interfaces such as HUDs, menus, inventories, dialogue, and accessibility options. It explains in-world interface elements, screen overlays, and Godot's layout system in plain terms.

In plain words
What is it for?
Use it to plan or build game screens, menu state changes, inventory grids, dialogue systems, controller navigation, color-blind options, and adjustable text size.
Why use it?
It helps make interfaces readable and usable with both controllers and mice. It also addresses navigation, accessibility, and performance concerns specific to games.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the ui-game-design plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to plan or build game screens, menu state changes, inventory grids, dialogue systems, controller navigation, color-blind options, and adjustable text size.

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Install with agentmods
npx agentmods add agents/hermeticormus/libregamedev-claude-code/game-ui-designer
Install

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.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install ui-game-design, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote 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.

agentmods badge for game-ui-designer

README.md
[![agentmods](https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/game-ui-designer/github.svg)](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/game-ui-designer)
Your own site
<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.

agentmods 80×15 button for game-ui-designer

Your own site · 80×15
<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>
Per session 68 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,500 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 15d ago against content hash d7420e8feaf9, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

plugins/ui-game-design/agents/game-ui-designer.md · 92 lines

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 with Control.theme_override_*.
  • @onready var health_bar: ProgressBar = $HUD/HealthBar - always use typed @onready for 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.

Read the full file on GitHub · 92 lines

Changes

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.

  1. 15d ago First seen · 92 lines · 68 tokens per session scan A d7420e8feaf9

Subscribe to this mod's changes

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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