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 poorvith-mp/skills-gamedev --skill game-uigit clone --depth 1 https://github.com/poorvith-mp/skills-gamedevWrote 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/poorvith-mp/skills-gamedev/game-ui)<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/game-ui"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/game-ui/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/poorvith-mp/skills-gamedev/game-ui"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/game-ui.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 | $0.00036 | $0.01483 |
| Opus 5.5 | $0.00014 | $0.00593 |
| Sonnet 5.5 | $0.00007 | $0.00297 |
| Haiku 4.5 | $0.00004 | $0.00148 |
Grade A, and why
game-ui 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.
How it starts
The opening of the file, as written. The whole thing — 104 lines — stays where its author put it; the contents beside it link to each section on GitHub.
game-ui
Core Philosophy
User Interface (UI) design for video games is fundamentally different from web or SaaS design. Game UI exists in service of immersion, situational awareness, and gameplay flow. A cluttered, opaque web-style dashboard pasted over a 3D game world shatters immersion. Game UI requires strict classification across diegetic and non-diegetic layers, controller-first spatial navigation (the 10-foot television rule), rapid glanceability during high-stress combat, and responsive resolution scaling.
4-Step Game UI & HUD Architecture
Step 1: The 4 Interface Immersion Layers
- UI Layer Classification:
- Diegetic UI: Exists inside the physical 3D game world and is experienced by the character (e.g. Dead Space holographic health spine, Pip-Boy wrist computer, physical map held in character hands).
- Non-Diegetic UI: Traditional 2D screen overlay completely invisible to the character (e.g. Health bar at top-left, floating minimap, pause menu).
- Spatial UI: UI elements positioned in the 3D world but invisible to the character (e.g. floating waypoint markers over mission objectives, player name tags).
- Meta UI: Visual effects representing character state on screen (e.g. blood splatters on screen when injured, water droplets on camera lens).
Step 2: The 10-Foot Television Rule & TV Safe Zones
- Console & TV Legibility (The 10-Foot Rule):
- A player sitting 10 feet away from a 55-inch television cannot read 12pt web fonts.
- Minimum Font Sizing: Body text must be at least 24pt to 28pt on a 1080p canvas (scaled up proportionally for 4K).
- Action Safe & Title Safe Margins:
- Television bezels crop screen edges (overscan). Keep all critical HUD elements (health, ammo, minimap) within the Title Safe Zone (minimum 10% margin from screen edges).
Step 3: Controller-First Spatial Navigation
- Deterministic D-Pad / Thumbstick Focus:
- Gamepad navigation does not have a mouse cursor. Moving the analog stick must jump focus deterministically to the next spatial neighbor.
- Visual Focus Feedback:
- The currently focused menu item must be unmistakably obvious: high-contrast outline border, subtle scale-up (1.05x), and distinct audio navigation clicks.
- Dedicated Gamepad Button Legends:
- Always display controller button prompts on screen matching the active hardware (e.g.
(A) Select,(B) Back,(X) Reload). Automatically swap prompt icons between Xbox, PlayStation, and Keyboard when input devices switch.
- Always display controller button prompts on screen matching the active hardware (e.g.
What ships with it
2 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.
- 1mo ago Changed · +1 lines 514f2678d1e4
- 1mo ago First seen · 103 lines · 36 tokens per session scan A 926bef8364dc
game-ui is a skill published in the GitHub repository poorvith-mp/skills-gamedev (5 stars, last pushed 29d ago), licensed MIT. It adds 36 tokens to every session and 1,483 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 2026-09-06.
Other skills, from other repositories
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scenario-unity-ui
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atlas-uv-fitting
Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.
reference-analysis-validator
Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1. Use when an asset must match a template, when visual feedback says the output is off, when part counts must be exact, or before exporting a brand mascot/logo reconstruction. Pairs…