game-ui-ux

game-ui-ux is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 123 tokens per session (2,067 once invoked), scanned A, original, Apache-2.0.

An engine-independent approach to building game interfaces such as HUDs, menus, inventories, and overlays. It covers layout across screen sizes, safe areas around notches, controller navigation, screen flow, and updates from game state.

In plain words
What is it for?
Use it to plan or fix responsive HUDs, pause and settings menus, inventory or shop screens, overlays, focus navigation, and transitions between game screens.
Why use it?
It helps prevent interfaces from breaking on different screens or becoming difficult to use with a gamepad. It also replaces tangled screen flags and constant checking of game state with clearer structure.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the disciplines plugin — 15 skills shipped together , and of gamedev

Good fit Use it to plan or fix responsive HUDs, pause and settings menus, inventory or shop screens, overlays, focus navigation, and transitions between game screens.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/game-ui-ux
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.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ui-ux
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install disciplines, the plugin that ships this one along with the rest of its 15 skills.

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-ux

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/game-ui-ux/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/game-ui-ux)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/game-ui-ux"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/game-ui-ux/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-ux

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/game-ui-ux"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/game-ui-ux.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 123 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,067 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. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00123 $0.02067
Opus 5 $0.00062 $0.01033
Sonnet 5 $0.00025 $0.00413
Haiku 4.5 $0.00012 $0.00207

Measured 12d ago against content hash 8a094c84a377, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

game-ui-ux 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 12d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/disciplines/game-ui-ux/SKILL.md · 152 lines

How it starts

The opening of the file, as written. The whole thing — 152 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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-game genre composes this skill.

Core workflow

  1. Pick a layout model: anchors + containers, never absolute pixels. Anchor elements to edges/corners/center and let containers (rows, columns, grids) flow children. Absolute (x, y) positions break at the first new resolution.
  2. Choose a scaling strategy for the whole UI: a reference resolution that scales to fit (most games), plus a policy for extra width/height on other aspect ratios (letterbox, expand, or anchor HUD corners outward).
  3. Respect the safe area. Inset critical UI from screen edges so notches, rounded corners, and TV overscan don't clip it.
  4. Make every screen keyboard/gamepad navigable. Set an initial focused control per screen, define focus order/neighbors, and show a clear focus highlight. Mouse and focus must coexist.
  5. Model screens as a stack. Push (pause over game), pop (resume), with input + visibility handed to the top screen. This makes overlays and "back" trivial.
  6. Drive the HUD from events, not polling. The HUD subscribes to health_changed, score_changed, etc. and updates only when they fire — it does not read game state every frame.
  7. Verify across screens and devices. Resize the window, switch aspect ratios, unplug the mouse and navigate by gamepad only, and confirm focus, scaling, and safe-area insets. Report what you actually observed at which resolutions.

Read the full file on GitHub · 152 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 12d ago First seen · 152 lines · 123 tokens per session scan A 8a094c84a377

Subscribe to this mod's changes

game-ui-ux is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 123 tokens to every session and 2,067 once invoked, about $0.0006 per session on Opus 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 2026-08-30.

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