design-ui-ux-game
Use when designing game UI — HUD patterns, menu systems, onboarding flows, feedback loops, accessibility features, or notification systems. Triggers: HUD, menu, onboarding, accessibility, UI, UX, game interface.
How do I install this agent skill?
npx skills add https://github.com/fcsouza/agent-skills --skill design-ui-ux-gameIs this agent skill safe to install?
- Gen Agent Trust Hubpass
No security issues detected. This skill contains static markdown documentation on game UI/UX design, an accessibility checklist template, and pure TypeScript boilerplate interfaces for HUD components.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
UI/UX Game Design
Purpose
HUD patterns, menu systems, feedback loops, onboarding, and accessibility for any game type. Genre-agnostic — the same principles apply whether you're building an idle clicker, an MMO, or a puzzle game.
When to Use
Trigger: game UI, game UX, HUD, menu system, game feedback, onboarding, tutorial, accessibility, game interface, notification system, settings menu, inventory UI, tooltip, progress bar, game menu
Prerequisites
game-design-fundamentals— feedback loop and player motivation context
Core Principles
Fumito Ueda: "Minimalism amplifies emotional impact. Remove everything that doesn't serve the experience." Jenova Chen: "The interface should be invisible — players should feel, not read." Shigeru Miyamoto: "Good UI teaches through interaction, not instruction."
- Less is more — show only what the player needs right now; progressive disclosure for complex systems (Ueda)
- Feedback is instant — every player action produces immediate visual + audio response (Chen)
- Teach by doing — tutorials should be interactive, not text walls; the best tutorial is no tutorial at all (Miyamoto)
- Consistency breeds intuition — same patterns everywhere: same button = same action, same color = same meaning
- Accessibility is not optional — colorblind modes, scalable text, remappable controls, screen reader support
- Mobile-first responsive — design for smallest screen first, scale up; touch targets minimum 44px
- State is always visible — player should never wonder "what's happening?" — show health, progress, currency, status
Key UI Patterns
| Pattern | Use Case | Implementation |
|---|---|---|
| HUD overlay | Always-visible game state | Fixed position, minimal footprint |
| Radial menu | Quick action selection | Triggered by hold/right-click |
| Tab navigation | Multi-system management | Tabs with badge indicators |
| Modal dialog | Confirmations, important info | Blocks game, requires action |
| Toast notification | Non-critical updates | Auto-dismiss, stackable |
| Tooltip | Contextual details | Hover/long-press, positioned smart |
| Progress bar | Show advancement | Linear or radial, with milestones |
| Inventory grid | Item management | Drag-drop, sort, filter, search |
Onboarding Flow
1. First interaction → teach core mechanic (no text, just do it)
2. First reward → show feedback system (number go up, sound, visual)
3. First choice → teach decision-making (two options, clear difference)
4. First failure → teach recovery (low stakes, quick retry)
5. First system unlock → teach progressive disclosure (new tab appears)
Cross-References
game-design-fundamentals— feedback loops and reward scheduleslevel-design— tutorial level integrationelevenlabs-sound-music— audio feedback integration
Pitfalls & Anti-Patterns
- "UI soup" — too many elements on screen at once; players can't focus
- "Text tutorial" — pages of instructions before the player does anything
- "Hidden information" — critical game state not visible; player feels lost
- "Inconsistent controls" — same button does different things in different screens
- "No feedback" — player clicks and nothing visually happens for 200ms+
- "Accessibility afterthought" — adding colorblind mode after launch; it should be designed in
Designer Philosophy
Fumito Ueda (ICO, Shadow of the Colossus): The best UI is invisible. In ICO, there's no HUD — the player grips Yorda's hand, and that IS the interface. Every UI element you add should justify its existence against the alternative of removing it entirely.
Jenova Chen (Journey, Flower): UI should create emotional connection, not information overload. In Journey, the entire "multiplayer UI" is another player's presence. No health bars, no names, no chat — just shared experience through minimal interface.
Shigeru Miyamoto (Mario, Zelda): The best tutorials are the ones players don't notice. World 1-1 of Super Mario Bros teaches running, jumping, enemies, power-ups, and secrets — all without a single line of text.
Sources
- "The Invisible Interface" — Fumito Ueda, GDC 2006
- "Designing Journey" — Jenova Chen, GDC 2013
- "Game Feel" — Steve Swink
- "Don't Make Me Think" — Steve Krug (applies to game UI too)
- WCAG 2.1 accessibility guidelines adapted for games
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/fcsouza/agent-skills/design-ui-ux-game">View design-ui-ux-game on skillZs</a>