threejs-game-ui-designer

threejs-game-ui-designer is a skill for Codex from valkor-ai/loom. It costs 52 tokens per session (504 once invoked), scanned A, original, Apache-2.0.

A design workflow for the interface of Three.js games. It covers on-screen information, menus, overlays, pause and result screens, settings, touch controls, typography, and layouts that adapt to different screens.

In plain words
What is it for?
Use it to design or revise HUDs, menus, pause, win, loss, loading, settings, and touch-control screens for browser games.
Why use it?
It helps replace improvised game interfaces with clear layouts that work across game states and screen sizes. It also makes mobile controls and text fit part of the design rather than afterthoughts.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to design or revise HUDs, menus, pause, win, loss, loading, settings, and touch-control screens for browser games.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/valkor-ai/loom/threejs-game-ui-designer
About the project

Loom is a delivery harness that guides coding agents through defining, planning, implementing, checking, repairing, previewing, and handing off software changes. It is used with Claude Code, Codex, OpenCode, and other coding agents when work must be continued or inspected across sessions. The catalogue skills, hooks, commands, instructions, and plugin extend or operate this workflow.

valkor-ai/loom · 1,251 stars · on GitHub

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 valkor-ai/loom --skill threejs-game-ui-designer
Clone the repo
git clone --depth 1 https://github.com/valkor-ai/loom

Made for: Codex.

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 threejs-game-ui-designer

README.md
[![agentmods](https://agentmods.dev/badge/skills/valkor-ai/loom/threejs-game-ui-designer/github.svg)](https://agentmods.dev/skills/valkor-ai/loom/threejs-game-ui-designer)
Your own site
<a href="https://agentmods.dev/skills/valkor-ai/loom/threejs-game-ui-designer"><img src="https://agentmods.dev/badge/skills/valkor-ai/loom/threejs-game-ui-designer/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 threejs-game-ui-designer

Your own site · 80×15
<a href="https://agentmods.dev/skills/valkor-ai/loom/threejs-game-ui-designer"><img src="https://agentmods.dev/badge/skills/valkor-ai/loom/threejs-game-ui-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 504 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 $0.00052 $0.00504
Opus 5.5 $0.00021 $0.00202
Sonnet 5.5 $0.00010 $0.00101
Haiku 4.5 $0.00005 $0.00050

Measured 1mo ago against content hash f68b6a0ad434, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

threejs-game-ui-designer 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.

plugins/shared/loom/skills/threejs/threejs-game-ui-designer/SKILL.md · 35 lines

How it starts

The opening of the file, as written. The whole thing — 35 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Three.js Game UI Designer

Make game UI intentional, readable, responsive, and specific to the genre.

Preserve the user's requested scope and style. For a narrow HUD fix, retain the existing design and check the changed state and target viewports. For a complete UI pass, use the full workflow below. Mobile input is required when mobile is a target, not because a desktop-only game has UI.

Reference

references/ui-patterns.md — hierarchy and required states, HUD zones, menus, touch controls, responsive constraints, style cohesion, and state wiring. Read it before designing HUDs, menus, overlays, touch controls, or responsive layout.

Load threejs-image-generator when logos, icons, GUI art, faction marks, menu backgrounds, or 2D HUD assets would raise the quality. threejs-3d-generator only for genuine 3D menu objects and diegetic props, not flat HUD elements.

Workflow

  1. Capture desktop and mobile screenshots of what exists.
  2. Inventory the UI states: gameplay, pause, settings, fail and retry, win or milestone, loading, touch controls.
  3. Set the hierarchy: survival and status, then objective, then feedback, then flavor.
  4. Replace utility stat cards with authored clusters, meters, badges, icons, alerts, and modal states.
  5. Use stable dimensions, safe-area padding, text-fit constraints, and hover/pressed/focus/disabled states.
  6. Wire UI to game state rather than duplicating game rules inside UI code.
  7. Check text fit and overlap with the longest likely values, safe areas, touch targets, and real state changes on both viewports.

What goes wrong

A generic dashboard of stat cards · UI covering the player, threats, or the next decision · text that shifts and clips on mobile · decorative panels that reduce readability · touch controls that look right but emit no intents.

Report

UI intent and states covered, files changed, target-viewport screenshots, text-fit and overlap findings, safe-area and touch-target evidence where applicable, and remaining risks. Feed these results into the lead's consolidated pass rather than rerunning unchanged game-wide checks.

Read the full file on GitHub · 35 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 First seen · 35 lines · 52 tokens per session scan A f68b6a0ad434

Subscribe to this mod's changes

threejs-game-ui-designer is a skill published in the GitHub repository valkor-ai/loom (1,251 stars, last pushed 3d ago), licensed Apache-2.0. It adds 52 tokens to every session and 504 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 2026-09-15.

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

unity-inspector

Advise on Unity Inspector authoring UX.

Besty0728/Unity-Skills · 12 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