game-ui-icons

game-ui-icons is a skill for Claude Code from ourobx/agent-ebpf. It costs 57 tokens per session (532 once invoked), scanned A, original, MIT.

A guide for creating game interface artwork such as buttons, panels, status bars, logos, and icon sets.

In plain words
What is it for?
Use it to make HUD elements, inventory icons, menu buttons, title logos, and other reusable game UI assets.
Why use it?
It helps keep game controls and visual elements consistent across their normal, hover, and pressed states.

Skill for Claude Code

Written for Claude Code: user-invocable in frontmatter.

Good fit Use it to make HUD elements, inventory icons, menu buttons, title logos, and other reusable game UI assets.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ourobx/agent-ebpf/game-ui-icons
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 ourobx/agent-ebpf --skill game-ui-icons
Clone the repo
git clone --depth 1 https://github.com/ourobx/agent-ebpf

Made for: Claude Code.

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-icons

README.md
[![agentmods](https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-ui-icons/github.svg)](https://agentmods.dev/skills/ourobx/agent-ebpf/game-ui-icons)
Your own site
<a href="https://agentmods.dev/skills/ourobx/agent-ebpf/game-ui-icons"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-ui-icons/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-icons

Your own site · 80×15
<a href="https://agentmods.dev/skills/ourobx/agent-ebpf/game-ui-icons"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-ui-icons.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 57 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 532 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 $0.00057 $0.00532
Opus 5.5 $0.00023 $0.00213
Sonnet 5.5 $0.00011 $0.00106
Haiku 4.5 $0.00006 $0.00053

Measured 1mo ago against content hash 18fd7d9a86bb, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-ui-icons 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 1mo 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.

v2/.grok/skills/game-ui-icons/SKILL.md · 57 lines

What it actually says

Game UI & Icons

UI is a SYSTEM: the set matters more than any piece. Users state WHAT they need, not how — apply everything here even when the request never mentions it.

1. Interaction states (normal/hover/pressed)

  • Generate NORMAL first; hover and pressed are imagine_image_to_image edits of it with an explicit freeze-list: "same shape, same size, same ornament, same frame thickness, same background — change ONLY ".
  • Standard treatments: hover = subtle outer glow / slight brighten; pressed = darker + inset/inner shadow. States must be distinguishable at a glance AND identical in geometry — overlay-compare: outlines should coincide, frame thickness included.

2. Icon sets

  • One style contract for the whole set, decided before generating: same stroke weight, same fill treatment (all outlined OR all solid — never mixed), same palette family, same padding, same background, same visual weight. Verify the set side by side; one icon with a different treatment (e.g. sitting in a filled tile while others float) fails the SET even if it's individually fine.
  • Generate icon 1, then edit-chain the rest from it to inherit the contract.
  • Each icon must read at 32px: squint-test the thumbnail.

3. Panels, bars, wordmarks

  • Panels/dialogs: blank, text-ready, borders that survive 9-slicing (uniform edges, ornament concentrated in corners).
  • Bars: clear frame vs fill separation; fill design must work at any percentage.
  • Wordmark logos: image models garble text — generate, then READ THE TEXT BACK letter by letter; any wrong/merged/extra letter = retry. Deliver as an isolated asset on flat/keyable background, not a full scene, unless a title SCREEN is requested.

4. No text anywhere else

Buttons, panels, icons: no lettering unless explicitly requested — models garble it and engines localize it.

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. 1mo ago First seen · 57 lines · 57 tokens per session scan A 18fd7d9a86bb

Subscribe to this mod's changes

game-ui-icons is a skill published in the GitHub repository ourobx/agent-ebpf (1 stars, last pushed 1mo ago), licensed MIT. It adds 57 tokens to every session and 532 once invoked, about $0.0002 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 2026-09-04.

Related

Other skills, from other repositories

ux-review

Validate a UX spec, HUD design or pattern library — accessibility, GDD alignment, readiness. APPROVED / NOT ASSESSED / NEEDS REVISION / MAJOR REVISION NEEDED.

Donchitos/Claude-Code-Game-Studios · 42 tokens

ux-design

Section-by-section UX spec authoring for a screen, flow or HUD. Reads the player journey to provide context; also project-wide accessibility.

Donchitos/Claude-Code-Game-Studios · 31 tokens

roblox-ui

Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames…

gamedev-skills/awesome-gamedev-agent-skills · 101 tokens

game-ui-ux

Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected…

gamedev-skills/awesome-gamedev-agent-skills · 123 tokens

scenario-unity-ui

Use when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS…

scenario-labs/skills · 124 tokens

pixijs-scene-graphics

Use this skill when drawing vector shapes and paths in PixiJS v8. Covers the Graphics API: shape-then-fill methods (rect/circle/ellipse/poly/roundRect/star/regularPoly/roundPoly/roundShape/filletRect/chamferRect), path methods (moveTo/lineTo/bezierCurveTo/quadraticCurveTo/arc/arcTo/arcToSvg/closePath)…

pixijs/pixijs-skills · 243 tokens