| name | ui-ux-pro-theory |
| description | Pure Design Intelligence for Game Development. Focuses on Color Theory, Typography, UX Patterns, and Visual Styles. Technology-agnostic design principles adapted for Unity (UI Toolkit & Canvas). |
UI/UX Pro - Design Theory & Intelligence
Comprehensive design guide focus solely on Visual Theory and UX Principles. This skill provides color palettes, typography pairings, and interaction rules without tying you to web-specific implementations (React/HTML). Use this to design High-Fidelity Game Interfaces.
When to Apply
- Color Harmony: Choosing palettes for factions, biomes, or UI themes.
- Typography: Selecting font pairings for readability and style.
- UX Patterns: Designing intuitive menus, HUDs, and inventory systems.
- Visual Style: Defining "Scavenger", "Gritty Tech", or "Golden Sands" aesthetics.
- Accessibility: Ensuring game UI is readable and usable by all players.
🏜️ Ohm-Yura: Scavenger Aesthetic (PRIMARY)
This project REJECTS generic "clean sci-fi" or "neon cyberpunk" looks. All UI developed using this skill MUST adhere to the following:
1. Color Palette: "Golden Sands & Muted Teals"
- Primary (Sands):
#D4AF37 (Dull gold), #C2B280 (Sand), #8B4513 (Saddle Brown).
- Secondary (Teals):
#2F4F4F (Dark Slate Gray), #008080 (Teal), #20B2AA (Light Sea Green).
- Accents (Rust/Heat):
#B22222 (Firebrick), #FF4500 (Orange Red - used sparingly for heat/energy).
- Backgrounds: Off-blacks, dark leathery browns, or oxidized metal shades.
2. Shape Language: "Bolted & Notched"
- NO Perfect Rectangles: Avoid 4-point boxes. Use
clip-path or notched corners (45-degree cuts).
- Layering: UI should look like "Plates" bolted together. Use thick borders (2px+) with gaps to simulate assembly.
- Asymmetry: Slight offsets or "tacked-on" elements (like a small status light on one corner) increase the scavenger feel.
3. Texture & Material
- Grit: Favor gradients with noise or subtle rust textures over flat colors.
- Bevels: Use subtle inner shadows to give UI elements thickness (like metal plates).
- Glass: Use "Scratched Glass" effects if using transparency—never perfectly clean blur.
Rule Categories by Priority
| Priority | Category | Impact | Game Context |
|---|
| 1 | Readability & Contrast | CRITICAL | Text, Icons |
| 2 | Feedback & State | CRITICAL | Buttons, Slots |
| 3 | Consistency | HIGH | Theme, Layout |
| 4 | Layout & Hierarchy | HIGH | Screens, HUD |
| 5 | Shape & Texture | HIGH | Notches, Grit |
| 6 | Animation & Feel | MEDIUM | Juice, Tweening |
Quick Reference: Unity Translation
| Web Concent | Unity Equivalent | Notes |
|---|
rem / em | px / % | Unity prefers explicit pixels or percentages. |
Flexbox | Flexbox | UI Toolkit uses standard Flexbox. |
z-index | Sort Order | Use BringingToFront() or hierarchy order. |
hover | PointerEnter | Requires EventSystem or Manipulator. |
focus | Selection | Critical for Gamepad/Keyboard navigation. |
How to Use This Skill
Step 1: Generate Design System (Theory)
Use the CLI to generate a coherent design language for your game or interface.
Ignore web-specific output code; focus on the Hex Codes, Font Names, and Spacing Rules.
python3 .claude/skills/ui-ux-pro-max/scripts/search.py "<theme> <genre> <mood>" --design-system
Example:
python3 .claude/skills/ui-ux-pro-max/scripts/search.py "sci-fi survival dark holographic" --design-system -p "Ohm-Yura HUD"
Output Interpretation:
- Colors: Use these Hex codes in your
ScriptableObjects or USS variables.
- Typography: Map "Header" to your primary game font, "Body" to secondary.
- Spacing: Use the relative scale (e.g., 4px, 8px, 16px) for padding/margins.
Step 2: Search Specific Domains
Refine specific aspects of your design.
python3 .claude/skills/ui-ux-pro-max/scripts/search.py "<query>" --domain <domain>
| Domain | Use For | Example Keywords |
|---|
color | Faction/Biome palettes | "toxic wasteland", "imperial gold", "cyber neon" |
typography | Font discovery | "retro pixel", "clean sans", "gothic serif" |
ux | Interaction rules | "inventory grid", "health bar", "tooltip" |
style | Visual aesthetic | "glassmorphism", "neu-brutalism", "skeuomorphic" |
Step 3: Implement in Unity
- Define Variables: Create a
Theme.uss file with the generated colors and metrics.
- Create Assets: Import fonts and create TextMeshPro/UI Toolkit font assets.
- Apply Logic: Use the
ux domain rules to guide your C# interaction logic (e.g., "Tooltips should appear after 0.5s hover").
Common Game UI Patterns
1. HUD (Heads-Up Display)
- Vitality: Health/Ammo must be peripheral but legible.
- Feedback: Damage numbers and hit markers require high contrast.
- Safe Area: Keep critical UI within the 90% center box (TV safe area).
2. Menus & Inventory
- Navigation: Support generic input (Mouse, Keyboard, Controller) -> Focus State is Key.
- Grids: Use consistent spacing (e.g., 8px gaps) generated from the design system.
- Tooltips: unexpected obstructions; ensure z-ordering is correct.
3. World Space UI
- Scale: Distance-based scaling is crucial.
- Occlusion: Decide if UI renders on top or is occluded by geometry.
Visual Quality Checklist