game-ui-design

game-ui-design is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 62 tokens per session (756 once invoked), scanned A, original, MIT.

A guide for designing and implementing the screens and controls players use in games, including HUDs, menus, inventories, dialogue, settings, and controller navigation. A HUD is the on-screen display of live game information such as health or cooldowns.

In plain words
What is it for?
Use it to plan game menus and overlays, connect them to game state, handle keyboard, mouse, touch, or controller input, and check scaling and readability.
Why use it?
It helps make important information easy to read and actions easy to perform across devices, screen sizes, game states, and accessibility needs.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to plan game menus and overlays, connect them to game state, handle keyboard, mouse, touch, or controller input, and check scaling and readability.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-ui-design
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 jeremylongworth-source/AgentSkills --skill game-ui-design
Clone the repo
git clone --depth 1 https://github.com/jeremylongworth-source/AgentSkills

Made for: Codex.

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-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-ui-design/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-ui-design)
Your own site
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-ui-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-ui-design/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-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-ui-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-ui-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 756 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 $0.00062 $0.00756
Opus 5 $0.00031 $0.00378
Sonnet 5 $0.00012 $0.00151
Haiku 4.5 $0.00006 $0.00076

Measured 7d ago against content hash 3291770337d6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

game-ui-design 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 7d 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.

skills/game-ui-design/SKILL.md · 54 lines

How it starts

The opening of the file, as written. The whole thing — 54 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game UI Design

Core Workflow

  1. Identify the game genre, platform, input devices, player skill level, session length, and whether the UI is diegetic, overlay, menu-driven, or hybrid.
  2. Map the player's immediate decisions before drawing screens. Prioritize the information needed for action, risk, timing, navigation, and feedback.
  3. Match UI density to play context: combat and real-time play need fast recognition; management, inventory, and strategy screens can support comparison and detail.
  4. Bind UI to explicit game-state owners where possible, such as health, inventory, cooldown, quest, input, or interaction components, rather than reading a large player script.
  5. Design complete states, not just the default state: empty, loading, disabled, locked, selected, focused, hover, pressed, error, cooldown, low-resource, warning, success, and paused.
  6. Implement controller/keyboard/mouse/touch navigation deliberately. Define focus order, wrap behavior, cancel/back behavior, and input remapping access.
  7. Verify in motion and at target resolutions. Check text fit, occlusion, contrast, safe areas, scaling, localization risk, and whether the UI remains readable over gameplay.

Interface Priorities

  • HUD: expose only what changes decisions; group health, resources, objectives, minimap, ability state, and threat indicators by urgency.
  • Menus: optimize repeated use, clear hierarchy, reversible actions, persistent selection state, and fast return to play.
  • Inventory/equipment: support sorting, comparison, filtering, rarity, affordance, stack state, drag/drop or controller alternatives, and clear item consequences.
  • Dialogue: preserve speaker identity, pacing, skip/advance rules, choice consequences, backlog access, and readable line length.
  • Settings: include controls, audio, display, graphics, accessibility, language, and reset defaults where appropriate.
  • Feedback: use sound, animation, color, haptics, and timing as a coherent response layer rather than decoration.

Read the full file on GitHub · 54 lines

Files

What ships with it

2 files 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. 7d ago First seen · 54 lines · 62 tokens per session scan A 3291770337d6

Subscribe to this mod's changes

game-ui-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 9d ago), licensed MIT. It adds 62 tokens to every session and 756 once invoked, about $0.0003 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 2026-09-03.

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