| name | roblox-game-ux |
| description | Design and critique Roblox game UX, HUDs, menus, onboarding, mobile controls, and progression surfaces. Use when making a Roblox experience feel clear, fast, touch-friendly, and retention-aware. |
Roblox Game UX
UX Principles
- Put the player into the core action within 10-30 seconds.
- Teach by doing, with objective markers and contextual prompts instead of instruction walls.
- Keep the first screen focused on play, not menus or exposition.
- Make rewards loud enough to understand but short enough to keep momentum.
- Design for phone screens first, then expand to desktop and tablet.
Mobile-First Controls
- Use large touch targets and generous spacing.
- Avoid controls that require precision dragging unless the whole game is built around it.
- Add auto-targeting, aim assist, snapping, or simplified actions where useful.
- Keep critical buttons away from screen edges and system gesture zones.
- Make HUD text readable on small screens and keep important information out of thumb-heavy areas.
HUD And Menus
- Surface current objective, currency, progress, health/energy, and next reward.
- Keep deep menus optional during the first session.
- Use clear iconography and consistent button placement.
- Make progress bars and collection meters visible during the loop.
- Avoid popups that interrupt core action, especially in the first five minutes.
Onboarding Flow
Recommended first-session order:
- Spawn facing the first interactable or objective.
- Prompt one action.
- Give immediate feedback and reward.
- Show the next short goal.
- Reveal social or progression context after the player has already acted.
UX Review Output
When reviewing a Roblox UX, report:
- First-action time.
- Friction points before gameplay.
- Mobile-control risks.
- Missing progression signals.
- Social visibility gaps.
- Monetization interruptions.
- Priority fixes ranked by retention impact.
Design The UI Before It Is Built
For any non-trivial UI surface, produce and get approval on a UI design artifact before roblox-ui-implementation builds it. This is the visual contract; it prevents Claude from improvising layout, states, and mobile behavior mid-build. Roblox UI is built in Studio, so the artifact is a markdown design brief (optionally with reference images/screenshots), not an HTML mockup.
Create it under design/features/<feature-slug>/design.md (global patterns live in design/DESIGN.md; see docs/agents/design.md). The brief must cover:
- User goal and which surface/flow this is (HUD, shop, reward, menu…).
- Layout and responsive behavior across mobile, tablet, and desktop, including safe areas and thumb zones.
- Every relevant state: default, empty, loading, error, and permission/locked.
- Interactions and copy rules.
- A
Status: line — draft until the user approves, then approved.
Iterate with the user until they approve, then set Status: approved. A UI slice cannot become ready-to-build (in roblox-to-issues / roblox-triage) until this artifact is approved.
Next
Once the design brief is approved, hand it to roblox-ui-implementation to build. If the UI is part of a larger feature, slice it with roblox-to-issues. Verify the built result with roblox-mobile-playtest and roblox-playtest-qa.