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.
npx skills add jeremylongworth-source/AgentSkills --skill game-ui-designgit clone --depth 1 https://github.com/jeremylongworth-source/AgentSkillsWrote 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/skills/jeremylongworth-source/agentskills/game-ui-design)<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.
<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>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 | $0.00062 | $0.00756 |
| Opus 5 | $0.00031 | $0.00378 |
| Sonnet 5 | $0.00012 | $0.00151 |
| Haiku 4.5 | $0.00006 | $0.00076 |
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.
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
- Identify the game genre, platform, input devices, player skill level, session length, and whether the UI is diegetic, overlay, menu-driven, or hybrid.
- Map the player's immediate decisions before drawing screens. Prioritize the information needed for action, risk, timing, navigation, and feedback.
- Match UI density to play context: combat and real-time play need fast recognition; management, inventory, and strategy screens can support comparison and detail.
- 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.
- Design complete states, not just the default state: empty, loading, disabled, locked, selected, focused, hover, pressed, error, cooldown, low-resource, warning, success, and paused.
- Implement controller/keyboard/mouse/touch navigation deliberately. Define focus order, wrap behavior, cancel/back behavior, and input remapping access.
- 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.
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.
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.
- 7d ago First seen · 54 lines · 62 tokens per session scan A 3291770337d6
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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