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 MRCalderon3D/everything-game-dev-code --skill ui-hud-patternsgit clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-codeWrote 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/mrcalderon3d/everything-game-dev-code/ui-hud-patterns)<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.
<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>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 | $0.00025 | $0.00433 |
| Opus 5.5 | $0.00010 | $0.00173 |
| Sonnet 5.5 | $0.00005 | $0.00087 |
| Haiku 4.5 | $0.00003 | $0.00043 |
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.
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
- separate state, navigation, and presentation
- define UI ownership and update triggers
- minimize coupling between gameplay systems and widget hierarchies
- support localization, scaling, and platform variation
- 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
Related Agents
- ui-programmer
- ui-ux-designer
- accessibility-reviewer
Related Commands
- ui-flow-review
- tech-design
- verify
Related Skills
- 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-pipelineowns UI motion authoring and tuning conventions.
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.
- 10d ago First seen · 66 lines · 25 tokens per session scan A e4df24628f19
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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