Agent skill

Game UI UX

by ukanwat in 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…

Apache-2.0Auto-check passedFrontend & Design

Install Game UI UX

skills CLI
$ npx skills add ukanwat/overtime --skill game-ui-ux -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install ukanwat/overtime game-ui-ux --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
game-ui-ux
GitHub stars
387
Used in
1 other repo
Token cost
~2.2k tokens
SKILL.md length
697 words
Files
2 (incl. references)
Skills in repo
21
Repo updated
First seen
Licence
Apache-2.0

At a glance

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…

  • Works in 5 steps: Anchors + containers, not absolute… → Scale to a reference resolution (one UI,… → Safe-area inset for notches / overscan → …
  • The user mentions HUD
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • The user mentions HUD
  • Settings screen
  • Controller/keyboard menu navigation
  • Wiring UI to game state

Example prompts

  • “/game-ui-ux”

Requirements

  • 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.

Workflow steps

5 steps, taken from the step headings in SKILL.md.

  1. Anchors + containers, not absolute coordinates
  2. Scale to a reference resolution (one UI, many screens)
  3. Safe-area inset for notches / overscan
  4. Gamepad/keyboard focus (UI is unusable on a controller without it)
  5. Event-driven HUD (decouple UI from game logic)

What it can do on your machine

Read from SKILL.md and the folder at commit 2f4ac6b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    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.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

  • Compatibility

    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.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~138
When it runs · the whole SKILL.md, loaded when a task matches
~2.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3.5k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from ukanwat/overtime at commit 2f4ac6b, republished under its Apache-2.0 licence (© ukanwat). 697 words, ~2,162 tokens.

Download SKILL.mdSave it as .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.
name
game-ui-ux
description
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 wiring UI to game state.
compatibility
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.
license
Apache-2.0
metadata.engine
none
metadata.category
disciplines
metadata.difficulty
intermediate

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.

Patterns

1. Anchors + containers, not absolute coordinates
gdscript
# 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).
2. Scale to a reference resolution (one UI, many screens)
text
# 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.
3. Safe-area inset for notches / overscan
gdscript
# 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.
Show full SKILL.md (280 more words)Show less
4. Gamepad/keyboard focus (UI is unusable on a controller without it)
gdscript
# 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.
5. Event-driven HUD (decouple UI from game logic)
gdscript
# 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.

Pitfalls

  • Absolute pixel positions / a single design resolution. Looks right on your monitor, broken everywhere else. Anchor to edges/center and flow with containers.
  • No aspect-ratio policy. 16:9-only layouts crop or letterbox badly on ultrawide and phones. Decide expand vs letterbox and anchor HUD to corners that move outward.
  • Ignoring the safe area. HUD under a notch or lost to TV overscan. Inset critical elements.
  • No initial focus / no focus neighbors. The game is unplayable on a gamepad; players land on a menu with nothing selected. Always focus one control and define navigation.
  • Polling game state in _process/Update. Couples UI to internals and wastes work. Push updates via signals/events.
  • Tiny fixed font sizes. Unreadable on a TV-at-distance or a small phone. Scale text with the UI and offer a text-size option.
  • Menu flow as boolean flags (isPaused, inSettings, …) becomes unmanageable. Use a screen stack with push/pop.
  • Hardcoded English strings baked into layout. Translations overflow buttons. Externalize strings and let containers size to content (see references/).
  • Mouse-only or focus-only. Support both; switching input device should not strand the user.

References

  • For stretch/scale modes per engine, the safe-area math, a complete focus-navigation and screen-stack pattern, diegetic vs non-diegetic UI, accessibility (text size, contrast, colorblind-safe state), and localization-ready layout, read 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

Files

SKILL.md and 1 other file (references) in .claude/skills/game-ui-ux of ukanwat/overtime.

  • SKILL.md
  • references/layout-and-flow.md

Open the folder on GitHubat commit 2f4ac6b

Used in 1 other repository

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.

Compare with similar skills

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.

Game UI UX compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Game UI UX this skillukanwat/overtime3871 repos~2.2kAutomated safety check: PassApache-2.0
UI StylingOhh-889/skyroc79513 repos~2.5kAutomated safety check: PassMIT
Refero Designreferodesign/refero_skill299—~5.3kAutomated safety check: PassMIT
Material Design 3 UI/UX Guideskydashnet/material-design-3-ui-skill138—~3kAutomated safety check: PassMIT
Better Designmarvkr/better-design254—~1.2kAutomated safety check: PassMIT
UI Design Systemtry-works/role-model117—~5kAutomated safety check: PassMIT

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  • Game AI

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Questions about Game UI UX

What does Game UI UX do?

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.

When should I use Game UI UX?

Game UI UX fits situations like: the user mentions HUD; settings screen; controller/keyboard menu navigation; wiring UI to game state.

How do I install Game UI UX in Claude Code?

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.

How do I install Game UI UX in Codex?

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.

Can I use Game UI UX in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Game UI UX need to run?

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..

Does Game UI UX access the network?

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.

Is Game UI UX safe to install?

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.

What licence does Game UI UX use?

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.

How many tokens does Game UI UX use?

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.

What are the alternatives to Game UI UX?

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.

Who maintains Game UI UX?

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.