From game-dev
Designs game UI/UX with patterns for HUD overlays, radial menus, tab navigation, onboarding flows, feedback loops, accessibility, and notifications.
npx claudepluginhub fcsouza/agent-skills --plugin standalone-skillsThis skill uses the workspace's default tool permissions.
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.
Provides expertise in game UI design for HUDs, menus, diegetic interfaces, health bars, and controller navigation, emphasizing clarity, immersion, and accessibility across platforms.
Structures HUD and menu implementations for understandable, maintainable UI aligned with UX goals. Useful when HUD complexity grows, UI logic leaks into gameplay, or navigation/state is hard to maintain.
Provides game design principles covering core loops, GDD structure, difficulty balancing, player psychology, and progression systems. Useful for prototyping engaging gameplay mechanics.
Share bugs, ideas, or general feedback.
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.
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
game-design-fundamentals — feedback loop and player motivation contextFumito 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."
| 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 |
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)
game-design-fundamentals — feedback loops and reward scheduleslevel-design — tutorial level integrationelevenlabs-sound-music — audio feedback integrationFumito 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.