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 omer-metin/skills-for-antigravity --skill game-ui-designgit clone --depth 1 https://github.com/omer-metin/skills-for-antigravityWrote 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/omer-metin/skills-for-antigravity/game-ui-design)<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.
<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>- Socket pass
- Snyk pass
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 | $0.00231 | $0.00768 |
| Opus 5 | $0.00115 | $0.00384 |
| Sonnet 5 | $0.00046 | $0.00154 |
| Haiku 4.5 | $0.00023 | $0.00077 |
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.
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:
- If players notice the UI, something is wrong
- Every element must earn its screen space
- Animation is communication, not decoration
- Controller navigation is the real test of UI architecture
- Accessibility options are features, not afterthoughts
- Safe zones exist because TVs are chaos
- 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.
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.
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.
- 9d ago First seen · 54 lines · 231 tokens per session scan A 24797d586cf7
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.
Other skills, from other repositories
frontend-ui-engineering
Builds production-quality UIs. Use when building or modifying user-facing interfaces. Use when creating components, implementing layouts, managing state, or when the output needs to look and feel production-quality rather than AI-generated.
design-system-architect
Expert guide for designing, building, and maintaining scalable UI design systems with design tokens, headless primitives, Material Design 3 (M3), Tailwind v4 @theme, and WCAG 2.2 accessibility.
ui-ux-pro-max
Comprehensive design guide & BM25 search engine for web and mobile applications across 11 tech stacks / Panduan desain komprehensif & mesin pencari BM25 untuk aplikasi web dan mobile di 11 tech stack.
hig
Applies Human Interface Guidelines (HIG) principles — Hierarchy, Harmony, and Consistency — to UI/UX designs to ensure intuitive and cohesive interfaces / Menerapkan prinsip Human Interface Guidelines (HIG) — Hierarchy, Harmony, dan Consistency — pada desain UI/UX untuk memastikan antarmuka yang intuitif dan kohesif.
website-design-cloner
Analyzes and reverse-engineers website designs directly from a target URL, extracting layout structures, design tokens (colors, typography, spacing), component hierarchies, visual assets, and responsive behaviors to enable full 1:1 duplication into modern code (Tailwind CSS v4, React/Next.js, HTML/CSS). / Mempelajari…
data-visualization-expert
Expert guide for data visualization, charts, and dashboards using D3.js, Recharts, Chart.js, Nivo, and Tremor / Panduan ahli visualisasi data, chart, dan dashboard menggunakan D3.js, Recharts, Chart.js, Nivo, dan Tremor.