ui-production
Create polished player-facing UI from whitebox to final assets. 5-step workflow from UI mockup to deployed game UI. Do NOT use for whitebox/prototype UI.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Create polished player-facing UI from whitebox to final assets. 5-step workflow from UI mockup to deployed game UI. Do NOT use for whitebox/prototype UI.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Merge feature branches back to their base branches across the main repo and submodules. Use when user says "merge feature", "finish feature", "merge back", or invokes /git-dev-merge.
Build the Blured Engine (OpenCode + Godot)
Guided game creation workflow — choose gameplay-first or visual-first path to build a complete playable game. Use when user wants to create a new game, says "create a platformer", "make a game", "new game project", or similar.
Replicate a UI layout from a cornerstone reference image into a pixel-perfect .tscn scene. Use when user says "replicate UI layout", "build layout from reference", "1:1 UI copy", or has a cornerstone UI image to turn into a scene.
Package the Blured Engine into a distributable directory
Stage, commit, and push git changes with conventional commit messages. Use when user wants to commit and push changes, mentions pushing to remote, or asks to save and push their work. Also activates when user says "push changes", "commit and push", "push this", "push to github", or similar git workflow requests.
| name | ui-production |
| description | Create polished player-facing UI from whitebox to final assets. 5-step workflow from UI mockup to deployed game UI. Do NOT use for whitebox/prototype UI. |
| auto_detect | create.*UI|design.*UI|UI.*production|make.*game.*UI|polished.*UI|final.*UI|UI.*from.*whitebox|优化.*UI|UI.*优化|改进.*UI|UI.*改进|美化.*UI|UI.*美化|improve.*UI|UI.*improve|polish.*UI|UI.*polish|upgrade.*UI|UI.*upgrade|refine.*UI|UI.*refine|UI.*asset|generate.*UI|UI.*生成|做.*UI|UI.*做|换.*UI|UI.*换 |
You are now in UI Production Mode. This is a 5-step process for building polished, player-facing UI.
CRITICAL RULES:
godot_screenshot after visual changes for user reviewGoal: Establish the overall UI visual style for the entire game.
Prerequisites: Key Art must exist and style profile (.ai_style_profile.json) must be set.
Actions:
godot_cornerstone_generate with:
asset_type: "ui"aspect_ratio: Match game orientation (e.g. "16:9" for landscape, "9:16" for portrait)subject: Describe the overall UI mood and feel, referencing game theme. Example: "Game HUD and menu interface with health bars, inventory slots, skill buttons, gold counter, minimap frame — all in a cohesive style"Ask user via question tool:
Goal: Generate an accurate layout image for a SPECIFIC screen, showing exact element positions.
Prerequisites: Step 1 mockup approved + a whitebox scene for the target screen exists.
Actions:
godot_screenshot to capture the current whitebox, ORgodot_eval to inspect the scene tree and list all functional UI elementsgodot_cornerstone_generate with:
asset_type: "ui"aspect_ratio: Match screen orientationreference_image: Path to the Step 1 UI mockup (for style consistency)subject: Describe the EXACT layout with positions. Example: "Main menu screen layout: centered game title at top, three stacked buttons (Play, Settings, Quit) in center, version text bottom-left, decorative border frame"Ask user via question tool:
Goal: Create a NEW, STANDALONE .tscn scene that replicates the layout image. This scene is for visual layout testing ONLY.
Prerequisites: Step 2 layout image approved.
Follow skill ui-layout-replicate for the complete replication workflow (measuring, font selection, placeholder textures, writing the .tscn, and verification).
Additional rules for this step:
res://scenes/ui/[screen_name]_layout.tscnAsk user via question tool:
IMPORTANT: Wait for user to manually tweak in editor. This step is collaborative.
Goal: Generate actual UI textures and replace placeholders in the scene.
Prerequisites: Step 3 scene layout finalized by user.
Actions:
Take godot_screenshot of the finalized layout scene
Discover all placeholder textures created in Step 3:
.ai.{filename}/metadata.json) with origin: "placeholder", prompt, and usage (dimensions, role, transparency)res://assets/ui/[screen]/ files with placeholder originGenerate real textures — use atlas generation by default:
Default: Atlas generation (MANDATORY for most UI elements):
godot_asset_pipeline with a combined prompt describing all elements in a single sheet (e.g. "UI button sheet: normal state, hover state, pressed state, disabled state — arranged in a row")godot_atlas_split to split the sheet into individual files matching placeholder pathsException: Individual generation (ONLY for large/full-screen images):
godot_asset_pipeline for each such placeholder:
destination: same path as placeholder (overwrites it)prompt and requirements are auto-read from placeholder metadata — no need to re-specifyNo .tscn updates needed — TextureRect nodes already reference the placeholder PNGs, which are now replaced with real textures in-place
Call godot_editor_command with scan_filesystem then reload_scene
Take godot_screenshot to show the result
Ask user via question tool:
Goal: Finalize and integrate the UI scene into the game.
Prerequisites: Step 4 assets approved by user.
Actions:
res://scenes/game/main_menu.tscn)preload()/load() referencesgodot_editor_command with scan_filesystemgodot_editor_command action run to verifySay: "UI production complete. The final scene is at [path]. Run the game to verify it works in context."