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game-ui-design

Design complete game UI screen systems, feature flows, screen inventories, UX specs, and implementation-ready interface briefs for games. Use when Codex is asked to design, extend, audit, or implement game UI for splash/login, lobby, HUD, battle, quests, inventory, heroes, growth, shop, gacha, events, guild, chat, mail, rankings, monetization, live-ops, onboarding, or other player-facing game screens.

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Repositório
guiguiyan930-source/Game-UI-Extension
Última atividade na origem
13 de maio de 2026 às 02:13
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inglês
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25
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8

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SKILL.md
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name
game-ui-design
description
Design complete game UI screen systems, feature flows, screen inventories, UX specs, and implementation-ready interface briefs for games. Use when Codex is asked to design, extend, audit, or implement game UI for splash/login, lobby, HUD, battle, quests, inventory, heroes, growth, shop, gacha, events, guild, chat, mail, rankings, monetization, live-ops, onboarding, or other player-facing game screens.
# Game UI Design ## Overview Use this skill to turn a game concept, existing screen, or partial UI category list into a coherent game UI system. Prioritize playable, screen-level design over marketing copy: define what the player sees, what they can do, how states change, and how the interface supports the game's core loop. ## Workflow 1. Extract the game context: - Genre and camera/play mode: RPG, card battler, shooter, simulation, casual puzzle, roguelike, strategy, MMO, sports, rhythm, etc. - Platform: mobile portrait, mobile landscape, PC, console, web, cross-platform. - Art direction: fantasy, sci-fi, cyberpunk, cozy, anime, realistic, minimalist, retro, etc. - Core loop: prepare, play, win/lose, collect, upgrade, socialize, return tomorrow. - Business and retention model: premium, free-to-play, battle pass, gacha, cosmetics, ads, live events. 2. Map the UI ecosystem: - Use `references/ui-screen-taxonomy.md` when the request needs a complete screen catalog or category expansion. - Group screens by player journey: first entry, core play, system management, social/live-ops, economy/monetization, progression, competitive, collection, creator/community, support/settings. - Mark each screen as `must-have`, `genre-specific`, or `optional`. 3. Choose the relevant screens: - Do not include every possible screen by default. - Select screens that support the user's stated genre, loop, platform, and monetization. - Add missing screens when the user has only named a few categories but clearly wants a full UI plan. 4. Specify each screen with this structure: - Screen purpose: what player problem it solves. - Entry points: where the player opens it from. - Primary actions: the 1-3 actions the screen must make easiest. - Layout: navigation, content hierarchy, resource/status zones, CTA placement. - Components: bars, tabs, lists, cards, grids, modals, HUD widgets, radial menus, minimaps, drawers. - States: loading, empty, locked, available, claimable, selected, insufficient resource, error, cooldown, completed. - Feedback: animation, sound, haptics, number change, reward reveal, confirmation. - Data needs: currencies, timers, player level, inventory count, stamina, progress, social status. - Edge cases: full inventory, network loss, expired event, duplicate reward, under-level player. 5. Design interaction quality: - Make repeated actions fast: one-tap claim, batch upgrade, presets, filters, sort, recent tabs, skip/auto where genre-appropriate. - Keep monetization legible: price, value, limits, probability disclosure, purchase confirmation, refund/support entry. - Keep competitive and reward screens trustworthy: ranking rules, settlement timing, score source, reward thresholds. - Keep live-ops visible without overwhelming core play: reserve limited high-priority entry points and rotate secondary events. 6. If implementing UI: - Build the actual playable/tool-like interface as the first screen, not a landing page. - Use the existing app's stack, components, assets, and visual conventions when working in a repo. - Prefer stable responsive dimensions for HUDs, boards, resource bars, cards, and toolbars so labels and dynamic values do not shift layout. - Verify desktop and mobile layouts when feasible, especially for dense HUDs, bottom navigation, modal stacking, and long localized text. ## Output Formats For broad UI planning, provide: ```markdown ## UI Screen Map | Category | Screen | Priority | Player Goal | Key Components | Main States | |---|---|---|---|---|---| ``` For detailed screen design, provide: ```markdown ## Screen: <name> - Purpose: - Entry Points: - Primary Actions: - Layout: - Components: - States: - Interactions: - Visual/Motion Direction: - Edge Cases: ``` For implementation handoff, include: ```markdown ## Component Inventory | Component | Used In | Props/Data | States | |---|---|---|---| ## Flow Notes 1. ... ``` ## Quality Checklist - Cover the full player journey from first launch to repeated daily return. - Make every screen's primary action obvious within three seconds. - Separate persistent HUD, temporary popups, and deep management screens. - Include locked, empty, claimable, cooldown, and error states for systems that need them. - Use genre-specific controls: skill wheels for action games, formation grids for tactics, deck panels for card games, timelines for narrative games, maps for exploration games. - Avoid generic dashboard language when the game fantasy can carry the UI. - Do not overload the main lobby with every event; prioritize by player value and urgency. - Ensure reward, shop, gacha, and ranking screens communicate rules clearly. ## Resources - `references/ui-screen-taxonomy.md`: load when expanding or auditing a game's complete UI screen set.
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