aaabench: Skill for Claude Code

.claude/skills/game-ui-ux/SKILL.md

game-ui-ux is a skill for Claude Code from ukanwat/aaabench. It costs 123 tokens per session (2,125 once invoked), scanned A, a copy of game-ui-ux, MIT.

A design guide for game interfaces such as heads-up displays, menus, inventory screens, and overlays. It covers layouts that adapt to different screens and controls such as keyboards, mice, and gamepads.

In plain words
What is it for?
Use it when building or fixing HUDs, menus, pause and settings screens, inventory or shop screens, and other overlays. It also helps structure transitions such as title screen → game → pause → settings.
Why use it?
It helps prevent interfaces from breaking on different screen shapes, resolutions, or devices. It also keeps menus and game screens organized and connected to game data without checking for changes every frame.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is ukanwat/aaabench's own configuration. It tells Claude Code how to work on aaabench itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything aaabench configures →

Reuse

Borrowing it

Nothing to install: this file belongs to ukanwat/aaabench. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/ukanwat/aaabench/main/.claude/skills/game-ui-ux/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/ukanwat/aaabench

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-ux

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/ukanwat/aaabench/game-ui-ux"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/game-ui-ux.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 123 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,125 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 91% copy Near-identical to another mod 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 $0.00123 $0.02125
Opus 5 $0.00062 $0.01063
Sonnet 5 $0.00025 $0.00425
Haiku 4.5 $0.00012 $0.00213

Measured 10d ago against content hash a950af7eb94c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

game-ui-ux 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 10d 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.

Origin

This is a copy

91% identical to game-ui-ux — 22 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/game-ui-ux/SKILL.md · 158 lines

How it starts

The opening of the file, as written. The whole thing — 158 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game UI/UX

Build HUDs and menus that stay correct on a phone, an ultrawide monitor, and a TV across a gamepad and a mouse. This skill owns the engine-neutral UI architecture — responsive layout, scaling, focus navigation, screen flow, and how UI talks to game state — and defers the concrete widget API to the engine UI skill.

When to use

  • Use when building a HUD (health/ammo/score), a menu (main/pause/settings), an inventory or shop screen, or any overlay, and you want it to scale and navigate correctly.
  • Use to fix UI that breaks at other resolutions/aspect ratios, ignores notches/safe areas, can't be used with a controller, or is wired to game state by per-frame polling.
  • Use to structure screen flow (title → game → pause → settings) as a stack, not flag soup.

When not to use: for the engine's concrete UI nodes/components and styling, use godot-ui-control or Unity UI (UGUI/UI Toolkit). For visual punch (button pop, damage numbers, shake) use game-feel. For branching conversation UI use dialogue-systems. For translating UI strings, that is localization (see references/ and input-systems for rebinding screens). For card/board layout specifics, the card-game genre composes this skill.

Core workflow

  1. Pick a layout model: anchors + containers, never absolute pixels. Anchor elements to edges/corners/center and let containers (rows, columns, grids) flow children. Absolute (x, y) positions break at the first new resolution.
  2. Choose a scaling strategy for the whole UI: a reference resolution that scales to fit (most games), plus a policy for extra width/height on other aspect ratios (letterbox, expand, or anchor HUD corners outward).
  3. Respect the safe area. Inset critical UI from screen edges so notches, rounded corners, and TV overscan don't clip it.
  4. Make every screen keyboard/gamepad navigable. Set an initial focused control per screen, define focus order/neighbors, and show a clear focus highlight. Mouse and focus must coexist.
  5. Model screens as a stack. Push (pause over game), pop (resume), with input + visibility handed to the top screen. This makes overlays and "back" trivial.
  6. Drive the HUD from events, not polling. The HUD subscribes to health_changed, score_changed, etc. and updates only when they fire — it does not read game state every frame.
  7. Verify across screens and devices. Resize the window, switch aspect ratios, unplug the mouse and navigate by gamepad only, and confirm focus, scaling, and safe-area insets. Report what you actually observed at which resolutions.

Read the full file on GitHub · 158 lines

Files

What ships with it

1 file 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. 10d ago First seen · 158 lines · 123 tokens per session scan A a950af7eb94c

Subscribe to this mod's changes

game-ui-ux is a skill published in the GitHub repository ukanwat/aaabench (382 stars, last pushed 25d ago), licensed MIT. It adds 123 tokens to every session and 2,125 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to game-ui-ux, differing in 22 lines, and is treated as a copy.

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