| name | godot-game-ui-designer |
| description | Design premium Godot game UI. Use for HUDs, menus, overlays, pause/win/lose screens, settings, icon controls, touch UI, typography, responsive layout, safe areas, text fit, and UI/world cohesion. |
Godot Game UI Designer
Godot Reference Links
Targets Godot 4.6.x (latest stable 4.6.3, June 2026). These links use /en/stable/, so they always resolve to the current stable docs — fetch them for up-to-date nodes, classes, and method signatures rather than relying on memory.
Purpose
Make game UI intentional, readable, responsive, and genre-specific.
Workflow
Load references/ui-patterns.md as the first action when designing HUDs, menus, overlays, pause/win/lose screens, settings, touch controls, typography, responsive layout, safe areas, text fit, icons, or UI/world cohesion. Track it in a reference ledger with yes/no, path, and failure reason. Do not mark the UI phase complete while this reference is skipped for interface work.
Load references/checklists/game-ui-quality.md, references/checklists/hud-readability.md, and references/checklists/responsive-ui-fit.md before claiming UI/HUD/menu work is complete. Load references/checklists/mobile-input.md when touch controls or mobile safe areas are in scope.
Load references/prompt-templates.md only when the user asks for reusable prompts, a UI pass prompt, or a task template.
Load godot-image-generator when logos, icons, GUI art, faction marks, menu backgrounds, decals, or 2D HUD assets would improve quality. Use godot-3d-generator only for 3D menu/showcase objects or diegetic 3D UI props, not normal flat HUD elements.
The packaged scaffold's HUD at assets/godot-game/scripts/systems/hud.gd (a CanvasLayer + Control with a touch stick and dash button, driven by game state) is the concrete reference for how HUD code binds to the simulation. Cite it; do not recreate it.
- Capture/inspect desktop and mobile viewport screenshots.
- Inventory UI states: gameplay, pause, settings, fail/retry, win/milestone, loading, touch controls.
- Define hierarchy: survival/status, objective, feedback, flavor.
- Replace utility stat cards with authored clusters, meters, badges, icons, alerts, and modal states.
- Use stable dimensions via Container nodes, safe-area padding, text-fit constraints, and hover/pressed/focus/disabled theme states.
- Wire UI to game state, not duplicated rules.
- Verify text fit, overlap, safe areas, touch targets, responsive screenshots, and real state changes.
Common Failure Modes
- Generic dashboard/stat-card HUD.
- UI covers player/threats.
- Text shifts/clips on mobile.
- Decorative panels reduce readability.
- Touch controls look right but do not emit intents.
Final Response
Report the reference ledger, UI state checklist, UI intent, states covered, files changed, screenshots, text-fit/overlap checks, safe-area/touch-target evidence, controls, and remaining risks.