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gamedev-game-ui-ux

Imported awesome-gamedev-agent-skills guidance for game-ui-ux workflows in game development projects.

Skill by bgrenat

IndexedLGPL-3.0★ 24
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About

Imported awesome-gamedev-agent-skills guidance for game-ui-ux workflows in game development projects. Use when building responsive HUDs and menus that scale across screens and support gamepad focus navigation.

Use cases: design, agent-building

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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.

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Network hosts it talks to 1

  • codeload.github.com · found in install command

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  • ~/.claude/skills/gamedev-game-ui-ux

What's inside

Skill name
gamedev-game-ui-ux
Description
Imported awesome-gamedev-agent-skills guidance for game-ui-ux workflows in game development projects. Use when building responsive HUDs and menus that scale across screens and support gamepad focus navigation.
License
LGPL-3.0
Instructions
141 lines in SKILL.md · view on GitHub

Files (2)

  • SKILL.md
  • layout-and-flow.md · references/

SKILL.md (first lines)

# Game UI/UX

Build HUDs and menus that stay correct on a phone, an ultrawide monitor, and a TV across a
gamepad and a mouse. This skill owns the engine-neutral UI architecture — responsive layout,
scaling, focus navigation, screen flow, and how UI talks to game state — and defers the
concrete widget API to the engine UI skill.

## When to use

- Use when building a HUD (health/ammo/score), a menu (main/pause/settings), an inventory or
  shop screen, or any overlay, and you want it to scale and navigate correctly.
- Use to fix UI that breaks at other resolutions/aspect ratios, ignores notches/safe areas,
  can't be used with a controller, or is wired to game state by per-frame polling.
- Use to structure screen flow (title → game → pause → settings) as a stack, not flag soup.

**When *not* to use:** for the engine's concrete UI nodes/components and styling, use
`godot-ui-control` or Unity UI (UGUI/UI Toolkit). For *visual* punch (button pop, damage
numbers, shake) use `game-feel`. For branching conversation UI use `dialogue-systems`. For
translating UI strings, that is localization (see `references/` and `input-systems` for
rebinding screens). For card/board layout specifics, the `card-game` genre composes this skill.

## Core workflow

1. **Pick a layout model: anchors + containers, never absolute pixels.** Anchor elements to
   edges/corners/center and let containers (rows, columns, grids) flow children. Absolute
   `(x, y)` positions break at the first new resolution.
2. **Choose a scaling strategy** for the whole UI: a reference resolution that scales to fit
   (most games), plus a policy for extra width/height on other aspect ratios (letterbox,
   expand, or anchor HUD corners outward).
3. **Respect the safe area.** Inset critical UI from screen edges so notches, rounded corners,
   and TV overscan don't clip it.
4. **Make every screen keyboard/gamepad navigable.** Set an initial focused control per screen,
   define focus order/neighbors, and show a clear focus highlight. Mouse and focus must coexist.
5. **Model screens as a stack.** Push (pause over game), pop (resume), with input + visibility
   handed to the top screen. This makes overlays and "back" trivial.
6. **Drive the HUD from events, not polling.** The HUD subscribes to `health_changed`,
   `score_changed`, etc. and updates only when they fire — it does not read game state every
   frame.
7. **Verify across screens and devices.** Resize the window, switch aspect ratios, unplug the
   mouse and navigate by gamepad only, and confirm focus, scaling, and safe-area insets. Report
   what you actually observed at which resolutions.

## Patterns

### 1. Anchors + containers, not absolute coordinates

```gdscript
# Godot 4.x. Anchor a HUD label to the TOP-LEFT; let a container flow a row of hearts.
func _ready() -> void:
    $Score.set_anchors_preset(Control.PRESET_TOP_LEFT)   # sticks to the corner at any size
    # An HBoxContainer auto-lays-out children left-to-right; never position hearts by hand.
    for i in lives:
        $Hearts.add_child(make_heart())                   # HBoxContainer spaces them for you
# Unity 6 uGUI: set RectTransform anchors to the corner; use a HorizontalLayoutGroup.
# RIGHT: anchors + layout groups. WRONG: rect.anchoredPosition = new Vector2(640, 360) (1080p-only).
```

### 2. Scale to a reference resolution (one UI, many screens)

```text
# Godot 4.x — Project Settings > Display > Window > Stretch:
#   Mode = "canvas_items", Aspect = "expand", reference size e.g. 1920x1080.
#   UI scales to the window; "expand" reveals extra space you anchor HUD corners into.
# Unity 6 — Canvas > CanvasScaler:
#   UI Scale Mode = "Scale With Screen Size", Reference Resolution = 1920x1080,
#   Match = 0.5 (blend width/height) — pick 1.0 if your HUD is height-critical.
```

### 3. Safe-area inset for notches / overscan

```gdscript
# Godot 4.x. Inset a margin container to the OS-reported safe rect (phones, TVs).
func _apply_safe_area() -> void:
    var safe: Rect2i = DisplayServer.get_display_safe_area()
    var win := DisplayServer.window_get_size()
    $Margin.add_theme_constant_override("margin_left", safe.position.x)
    $Margin.add_theme_constant_override("margin_top",  safe.position.y)
    $Margin.add_theme_constant_override("margin_right", win.x - safe.end.x)
    $Margin.add_theme_constant_override("margin_bottom", win.y - safe.end.y)
# Unity 6: read Screen.safeArea (Rect in pixels) and set a panel's anchorMin/anchorMax to
# safeArea.position / (position+size) normalized by Screen.width/height.
```

### 4. Gamepad/keyboard focus (UI is unusable on a controller without it)

```gdscript
# Godot 4.x. Give each screen a default focus and wire neighbors so a stick/d-pad walks it.
func _on_screen_shown() -> void:
    $PlayButton.grab_focus()                               # always focus SOMETHING on open
$PlayButton.focus_neighbor_bottom = $SettingsButton.get_path()
$SettingsButton.focus_neighbor_top = $PlayButton.get_path()
# Unity 6: EventSystem.SetSelectedGameObject(playButton) on enable; set each Selectable's
# Navigation (Explicit or Automatic). RIGHT: a control is focused on open. WRONG: nothing
# selected → the gamepad does nothing and the player is stuck.
```

### 5. Event-driven HUD (decouple UI from game logic)

```gdscript
# RIGHT: HUD reacts to a signal; it updates only when health actually changes.
func _ready() -> void:
    player.health_changed.connect(_on_health_changed)     # emitted by gameplay
func _on_health_changed(current: int, max: int) -> void:
    $HealthBar.value = float(current) / max
# WRONG: func _process(dt): $HealthBar.value = player.hp / player.max_hp  # polls every frame,
# couples UI to the player's internals, and runs work even when nothing changed.
```

## Pitfalls

- **Absolute pixel positions / a single design resolution.** Looks right on your monitor, broken
  everywhere else. Anchor to edges/center and flow with containers.
- **No aspect-ratio policy.** 16:9-only layouts crop or letterbox badly on ultrawide and phones.
  Decide expand vs letterbox and anchor HUD to corners that move outward.
- **Ignoring the safe area.** HUD under a notch or lost to TV overscan. Inset critical elements.
- **No initial focus / no focus neighbors.** The game is unplayable on a gamepad; players land
  on a menu with nothing selected. Always focus one control and define navigation.
- **Polling game state in `_process`/`Update`.** Couples UI to internals and wastes work. Push
  updates via signals/events.
- **Tiny fixed font sizes.** Unreadable on a TV-at-distance or a small phone. Scale text with the

From bgrenat/godot-game-dev-studio, LGPL-3.0.

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Last commit (this folder)
Oct 12, 2026 (18 days ago)
Last release
Oct 12, 2026 (18 days ago)

From GitHub (fetched Oct 24, 2026).

Details

License
LGPL-3.0
Website
powehi.eu
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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gamedev-game-ui-ux skill. Agent Mart. https://agentmart.dev/skills/bgrenat-gamedev-game-ui-ux (last updated 2026-10-24)