game-ui

game-ui is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 36 tokens per session (1,483 once invoked), scanned A, original, MIT.

A guide to designing video-game interfaces such as heads-up displays, menus, and inventory screens, including controls suited to a game controller and a television.

In plain words
What is it for?
Use it to plan HUDs, menus, inventory screens, navigation, readability at a distance, and interfaces that work across screen sizes.
Why use it?
It helps prevent cluttered or hard-to-read interfaces and accounts for the limited attention players have during gameplay.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it to plan HUDs, menus, inventory screens, navigation, readability at a distance, and interfaces that work across screen sizes.

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

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 skills.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/game-ui/github.svg)](https://agentmods.dev/skills/poorvith-mp/skills-gamedev/game-ui)
Your own site
<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.

agentmods 80×15 button for game-ui

Your own site · 80×15
<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>
Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,483 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 $0.00036 $0.01483
Opus 5.5 $0.00014 $0.00593
Sonnet 5.5 $0.00007 $0.00297
Haiku 4.5 $0.00004 $0.00148

Measured 1mo ago against content hash 514f2678d1e4, 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 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.

skills/game-ui/SKILL.md · 104 lines

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

  1. 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

  1. 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).
  2. 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

  1. 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.
  2. 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.
  3. 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.

Read the full file on GitHub · 104 lines

Files

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.

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 Changed · +1 lines 514f2678d1e4
  2. 1mo ago First seen · 103 lines · 36 tokens per session scan A 926bef8364dc

Subscribe to this mod's changes

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.

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