ui-hud-patterns

ui-hud-patterns is a skill for Claude Code from MRCalderon3D/everything-game-dev-code. It costs 25 tokens per session (433 once invoked), scanned A, original, MIT.

A guide to organising game HUDs and menus so their state, navigation, and visual display have separate responsibilities. A HUD is the on-screen game information such as health, score, or status.

In plain words
What is it for?
Use it when designing HUDs, menus, pause screens, navigation flows, or UI connections to game state in a Godot game.
Why use it?
It prevents gameplay code from directly controlling every UI element and keeps screen changes easier to understand. It also accounts for focus, accessibility, scaling, and different languages.

Skill for Claude Code

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

Part of the everything-game-dev-code plugin — 74 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

Good fit Use it when designing HUDs, menus, pause screens, navigation flows, or UI connections to game state in a Godot game.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/ui-hud-patterns
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 MRCalderon3D/everything-game-dev-code --skill ui-hud-patterns
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 74 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers.

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 ui-hud-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/ui-hud-patterns/github.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/ui-hud-patterns)
Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/ui-hud-patterns"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/ui-hud-patterns/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 ui-hud-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/ui-hud-patterns"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/ui-hud-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 25 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 433 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 $0.00025 $0.00433
Opus 5.5 $0.00010 $0.00173
Sonnet 5.5 $0.00005 $0.00087
Haiku 4.5 $0.00003 $0.00043

Measured 10d ago against content hash e4df24628f19, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ui-hud-patterns 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 10d 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/engineering-common/ui-hud-patterns/SKILL.md · 66 lines

What it actually says

UI Hud Patterns

Purpose

Structure HUD and menu implementation so UI remains understandable, maintainable, and aligned with UX goals.

Use When

  • HUD complexity is growing
  • UI logic is leaking into gameplay code
  • navigation and state are hard to maintain

Inputs

  • flow maps
  • screen inventory
  • input model
  • localization and accessibility needs

Process

  1. separate state, navigation, and presentation
  2. define UI ownership and update triggers
  3. minimize coupling between gameplay systems and widget hierarchies
  4. support localization, scaling, and platform variation
  5. verify focus, persistence, and feedback loops

Outputs

  • UI architecture notes
  • HUD ownership map
  • navigation model
  • integration constraints

Quality Bar

  • UI reads game state through a defined binding layer, never by reaching into gameplay internals
  • HUD elements update from events or observed state changes, not per-frame polling of unrelated systems
  • screen flow (stack, transitions, modality) is owned by one navigation system
  • UI is testable with mocked game state

Common Failure Modes

  • gameplay code directly manipulating UI widgets
  • HUD logic duplicated per screen instead of shared binding patterns
  • navigation state spread across individual screens, causing stuck or double-open menus
  • layouts that break at non-default resolutions or aspect ratios
  • ui-programmer
  • ui-ux-designer
  • accessibility-reviewer
  • ui-flow-review
  • tech-design
  • verify
  • ui-animation-pipeline

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • Boundary: this skill owns runtime HUD architecture and data binding; ui-animation-pipeline owns UI motion authoring and tuning conventions.
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. 10d ago First seen · 66 lines · 25 tokens per session scan A e4df24628f19

Subscribe to this mod's changes

ui-hud-patterns is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (96 stars, last pushed 11d ago), licensed MIT. It adds 25 tokens to every session and 433 once invoked, about $0.0001 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 2026-10-10.

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