UI Styling
Ohh-889/skyroc
Create beautiful, accessible user interfaces with shadcn/ui components (built on Radix UI + Tailwind), Tailwind CSS utility-first styling, and canvas-based visual designs.
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…
$ npx skills add ukanwat/overtime --skill game-ui-ux -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime game-ui-ux --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/game-ui-ux .claude/skills/game-ui-ux && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "game-ui-ux" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ui-ux into .claude/skills/game-ui-ux/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ui-ux", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ui-uxType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add ukanwat/overtime --skill game-ui-ux -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime game-ui-ux --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/game-ui-ux .agents/skills/game-ui-ux && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "game-ui-ux" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ui-ux into .agents/skills/game-ui-ux/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ui-ux", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill game-ui-ux -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime game-ui-ux --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/game-ui-ux .cursor/skills/game-ui-ux && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "game-ui-ux" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ui-ux into .cursor/skills/game-ui-ux/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ui-ux", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/ukanwat/overtime.git --path .claude/skills/game-ui-ux--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add ukanwat/overtime --skill game-ui-ux -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime game-ui-ux --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/game-ui-ux .gemini/skills/game-ui-ux && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "game-ui-ux" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ui-ux into .gemini/skills/game-ui-ux/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ui-ux", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install ukanwat/overtime game-ui-uxInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add ukanwat/overtime --skill game-ui-ux -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/game-ui-ux .github/skills/game-ui-ux && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "game-ui-ux" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ui-ux into .github/skills/game-ui-ux/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ui-ux", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill game-ui-ux -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ukanwat/overtime game-ui-ux --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/game-ui-ux .opencode/skills/game-ui-ux && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "game-ui-ux" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ui-ux into .opencode/skills/game-ui-ux/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ui-ux", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
game-ui-uxDesign 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…
Game UI UX is an agent skill from ukanwat/overtime. 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 engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or…
Its SKILL.md is about 2.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/layout-and-flow.md`). Compatibility notes: Engine-agnostic UI/UX patterns; snippets in GDScript (Godot 4.x Control) and C (Unity 6 uGUI/UI Toolkit). Pairs with godot-ui-control, Unity UI, and game-feel.
It sits in Frontend & Design, covering UI design, Event-driven systems and Responsive design. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.
5 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 2f4ac6b. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Engine-agnostic UI/UX patterns; snippets in GDScript (Godot 4.x Control) and C# (Unity 6 uGUI/UI Toolkit). Pairs with godot-ui-control, Unity UI, and game-feel.
From compatibility in the SKILL.md frontmatter.
Game UI UX loads about 2.2k tokens when it runs, and up to ~3.5k if it reads all its reference files. Until then it costs about 138 tokens; SKILL.md has 697 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from ukanwat/overtime at commit 2f4ac6b, republished under its Apache-2.0 licence (© ukanwat). 697 words, ~2,162 tokens.
.claude/skills/game-ui-ux/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.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 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.
(x, y) positions break at the first new resolution.health_changed,
score_changed, etc. and updates only when they fire — it does not read game state every
frame.# Godot 4.x. Anchor a HUD label to the TOP-LEFT; let a container flow a row of hearts.
func _ready() -> void:
$Score.set_anchors_preset(Control.PRESET_TOP_LEFT) # sticks to the corner at any size
# An HBoxContainer auto-lays-out children left-to-right; never position hearts by hand.
for i in lives:
$Hearts.add_child(make_heart()) # HBoxContainer spaces them for you
# Unity 6 uGUI: set RectTransform anchors to the corner; use a HorizontalLayoutGroup.
# RIGHT: anchors + layout groups. WRONG: rect.anchoredPosition = new Vector2(640, 360) (1080p-only).# Godot 4.x — Project Settings > Display > Window > Stretch:
# Mode = "canvas_items", Aspect = "expand", reference size e.g. 1920x1080.
# UI scales to the window; "expand" reveals extra space you anchor HUD corners into.
# Unity 6 — Canvas > CanvasScaler:
# UI Scale Mode = "Scale With Screen Size", Reference Resolution = 1920x1080,
# Match = 0.5 (blend width/height) — pick 1.0 if your HUD is height-critical.# Godot 4.x. Inset a margin container to the OS-reported safe rect (phones, TVs).
func _apply_safe_area() -> void:
var safe: Rect2i = DisplayServer.get_display_safe_area()
var win := DisplayServer.window_get_size()
$Margin.add_theme_constant_override("margin_left", safe.position.x)
$Margin.add_theme_constant_override("margin_top", safe.position.y)
$Margin.add_theme_constant_override("margin_right", win.x - safe.end.x)
$Margin.add_theme_constant_override("margin_bottom", win.y - safe.end.y)
# Unity 6: read Screen.safeArea (Rect in pixels) and set a panel's anchorMin/anchorMax to
# safeArea.position / (position+size) normalized by Screen.width/height.# Godot 4.x. Give each screen a default focus and wire neighbors so a stick/d-pad walks it.
func _on_screen_shown() -> void:
$PlayButton.grab_focus() # always focus SOMETHING on open
$PlayButton.focus_neighbor_bottom = $SettingsButton.get_path()
$SettingsButton.focus_neighbor_top = $PlayButton.get_path()
# Unity 6: EventSystem.SetSelectedGameObject(playButton) on enable; set each Selectable's
# Navigation (Explicit or Automatic). RIGHT: a control is focused on open. WRONG: nothing
# selected → the gamepad does nothing and the player is stuck.# RIGHT: HUD reacts to a signal; it updates only when health actually changes.
func _ready() -> void:
player.health_changed.connect(_on_health_changed) # emitted by gameplay
func _on_health_changed(current: int, max: int) -> void:
$HealthBar.value = float(current) / max
# WRONG: func _process(dt): $HealthBar.value = player.hp / player.max_hp # polls every frame,
# couples UI to the player's internals, and runs work even when nothing changed._process/Update. Couples UI to internals and wastes work. Push
updates via signals/events.isPaused, inSettings, …) becomes unmanageable. Use a
screen stack with push/pop.references/).references/layout-and-flow.md.godot-ui-control, Unity UI (UGUI/UI Toolkit) — the concrete widgets, themes, and styling.game-feel — button pops, transitions, and HUD juice that ride on top of this layout.dialogue-systems — conversation/choice UI that lives inside this UI shell.input-systems — device switching, rebinding screens, and accessible controls.rpg, card-game, tower-defense, visual-novel — UI-heavy genres that compose this skill.© ukanwat, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in .claude/skills/game-ui-ux of ukanwat/overtime.
Open the folder on GitHubat commit 2f4ac6b
We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.
Game UI UX next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Game UI UX this skillukanwat/overtime | 387 | 1 repos | ~2.2k | Automated safety check: Pass | Apache-2.0 | |
| UI StylingOhh-889/skyroc | 795 | 13 repos | ~2.5k | Automated safety check: Pass | MIT | |
| Refero Designreferodesign/refero_skill | 299 | — | ~5.3k | Automated safety check: Pass | MIT | |
| Material Design 3 UI/UX Guideskydashnet/material-design-3-ui-skill | 138 | — | ~3k | Automated safety check: Pass | MIT | |
| Better Designmarvkr/better-design | 254 | — | ~1.2k | Automated safety check: Pass | MIT | |
| UI Design Systemtry-works/role-model | 117 | — | ~5k | Automated safety check: Pass | MIT |
Ohh-889/skyroc
Create beautiful, accessible user interfaces with shadcn/ui components (built on Radix UI + Tailwind), Tailwind CSS utility-first styling, and canvas-based visual designs.
referodesign/refero_skill
Primary/default skill for UI design, product design, web design, landing pages, dashboards, product screens, redesigns, visual polish, frontend/CSS styling, design systems, components, responsive…
skydashnet/material-design-3-ui-skill
Guides designing, reviewing or implementing interfaces that follow Google's Material Design 3 system: semantic tokens, component states, adaptive layout and accessibility.
marvkr/better-design
Build, improve, and review production interfaces with the Better Design MCP.
try-works/role-model
React UI component systems with TailwindCSS + Radix + shadcn/ui.
pretend1111/claude-desktop-app
Gives practical design rules for polished HTML, CSS and JavaScript interfaces and browser games, covering spacing, type, color, components, motion and responsive breakpoints.
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
ukanwat/overtime
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…
ukanwat/overtime
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
ukanwat/overtime
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
ukanwat/overtime
Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and…
Categories
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…. Game UI UX is an agent skill from ukanwat/overtime. 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.
Game UI UX fits situations like: the user mentions HUD; settings screen; controller/keyboard menu navigation; wiring UI to game state.
Run `npx skills add ukanwat/overtime --skill game-ui-ux -a claude-code`. Or copy the skill folder (.claude/skills/game-ui-ux in ukanwat/overtime) into .claude/skills/game-ui-ux in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ukanwat/overtime --skill game-ui-ux -a codex`. Or copy the skill folder (.claude/skills/game-ui-ux in ukanwat/overtime) into .agents/skills/game-ui-ux in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ukanwat/overtime --skill game-ui-ux -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-ui-ux, .gemini/skills/game-ui-ux, .github/skills/game-ui-ux and .opencode/skills/game-ui-ux in your project.
SKILL.md names no scripts, command-line tools or credentials: Game UI UX is instructions for the agent only. Compatibility (from SKILL.md): Engine-agnostic UI/UX patterns; snippets in GDScript (Godot 4.x Control) and C# (Unity 6 uGUI/UI Toolkit). Pairs with godot-ui-control, Unity UI, and game-feel..
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Game UI UX is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.2k tokens (SKILL.md is roughly 8.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.4k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Game UI UX: UI Styling (Ohh-889/skyroc, 795 stars), Refero Design (referodesign/refero_skill, 299 stars), Material Design 3 UI/UX Guide (skydashnet/material-design-3-ui-skill, 138 stars) and Better Design (marvkr/better-design, 254 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 10, 2026.
Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.