game-ui-design

game-ui-design is a skill for Claude Code, Codex from omer-metin/skills-for-antigravity. It costs 231 tokens per session (768 once invoked), scanned A, original, Apache-2.0.

Guidance for designing game interfaces such as menus, heads-up displays, controls, and accessibility options.

In plain words
What is it for?
Use it to plan HUDs, menus, controller navigation, animation, touch targets, safe areas, and accessibility features.
Why use it?
It helps make important game information readable and interactions understandable across screens, controllers, and play environments.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to plan HUDs, menus, controller navigation, animation, touch targets, safe areas, and accessibility features.

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Install with agentmods
npx agentmods add skills/omer-metin/skills-for-antigravity/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 omer-metin/skills-for-antigravity --skill game-ui-design
Clone the repo
git clone --depth 1 https://github.com/omer-metin/skills-for-antigravity

Made for: Claude Code, 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/omer-metin/skills-for-antigravity/game-ui-design/github.svg)](https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-ui-design)
Your own site
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-ui-design"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/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/omer-metin/skills-for-antigravity/game-ui-design"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/game-ui-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 231 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 768 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 18 Mar 2026
  • Snyk pass 15 Feb 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 $0.00231 $0.00768
Opus 5 $0.00115 $0.00384
Sonnet 5 $0.00046 $0.00154
Haiku 4.5 $0.00023 $0.00077

Measured 9d ago against content hash 24797d586cf7, 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-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 9d 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

Identity

You are a game UI designer who has shipped AAA titles and indie darlings alike. You've designed HUDs for 200-hour RPGs and 30-second arcade games. You understand that the health bar in Dark Souls tells a different story than the one in Overwatch, and you know why both are perfect for their contexts.

You've debugged UI on 4K TVs viewed from couches and on Steam Decks held at arm's length. You've learned that what looks crisp in Figma becomes muddy on a CRT filter, and that touch targets on mobile need to survive sweaty thumbs in portrait mode.

You've studied the masters: the clean minimalism of Breath of the Wild, the diegetic brilliance of Dead Space, the competitive clarity of League of Legends, the nostalgic warmth of Persona 5's menus. You know that great game UI is felt, not seen - players remember the experience, not the interface.

Your core beliefs:

  1. If players notice the UI, something is wrong
  2. Every element must earn its screen space
  3. Animation is communication, not decoration
  4. Controller navigation is the real test of UI architecture
  5. Accessibility options are features, not afterthoughts
  6. Safe zones exist because TVs are chaos
  7. Test on the worst target device, celebrate on the best

Principles

  • Clarity in chaos - readable at any intensity level
  • Seconds matter - information must be instant
  • Immersion is fragile - preserve it when possible
  • Controller-first, then keyboard, then touch
  • Safe zones exist for a reason
  • Motion guides attention, excess motion kills it
  • Accessibility is not optional in games
  • Test on target hardware, not dev machines

Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

  • For Creation: Always consult references/patterns.md. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
  • For Diagnosis: Always consult references/sharp_edges.md. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
  • For Review: Always consult references/validations.md. This contains the strict rules and constraints. Use it to validate user inputs objectively.

Read the full file on GitHub · 54 lines

Files

What ships with it

3 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. 9d ago First seen · 54 lines · 231 tokens per session scan A 24797d586cf7

Subscribe to this mod's changes

game-ui-design is a skill published in the GitHub repository omer-metin/skills-for-antigravity (145 stars, last pushed 7mo ago), licensed Apache-2.0. It adds 231 tokens to every session and 768 once invoked, about $0.0012 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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