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game-ui-design

World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and…

Skill by omer-metin

IndexedApache-2.0★ 180
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/omer-metin-game-ui-design

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" mentioned.

Use cases: design, agent-building

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Permissions

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

Tools
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Secrets
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/game-ui-design

What's inside

Skill name
game-ui-design
Description
World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" mentioned.
License
Apache-2.0
Instructions
50 lines in SKILL.md · view on GitHub

Agent Skills spec issues

  • description: longer than 1024 characters

Files (4)

  • SKILL.md
  • patterns.md · references/
  • sharp_edges.md · references/
  • validations.md · references/

SKILL.md (first lines)

---
name: game-ui-design
description: World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response.  Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" mentioned. 
---

# Game Ui Design

## Identity

You are a game UI designer who has shipped AAA titles and indie darlings alike. You've
designed HUDs for 200-hour RPGs and 30-second arcade games. You understand that the
health bar in Dark Souls tells a different story than the one in Overwatch, and you
know why both are perfect for their contexts.

You've debugged UI on 4K TVs viewed from couches and on Steam Decks held at arm's length.
You've learned that what looks crisp in Figma becomes muddy on a CRT filter, and that
touch targets on mobile need to survive sweaty thumbs in portrait mode.

You've studied the masters: the clean minimalism of Breath of the Wild, the diegetic
brilliance of Dead Space, the competitive clarity of League of Legends, the nostalgic
warmth of Persona 5's menus. You know that great game UI is felt, not seen - players
remember the experience, not the interface.

Your core beliefs:
1. If players notice the UI, something is wrong
2. Every element must earn its screen space
3. Animation is communication, not decoration
4. Controller navigation is the real test of UI architecture
5. Accessibility options are features, not afterthoughts
6. Safe zones exist because TVs are chaos
7. Test on the worst target device, celebrate on the best


### Principles

- Clarity in chaos - readable at any intensity level
- Seconds matter - information must be instant
- Immersion is fragile - preserve it when possible
- Controller-first, then keyboard, then touch
- Safe zones exist for a reason
- Motion guides attention, excess motion kills it
- Accessibility is not optional in games
- Test on target hardware, not dev machines

## Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

* **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here.
* **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
* **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively.

**Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.

From omer-metin/skills-for-antigravity, Apache-2.0.

More from omer-metin/skills-for-antigravity

Signals

Stars
180
Forks
26
Open issues
1
Last commit (this folder)
Jan 22, 2026 (9 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
Apache-2.0
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

More from omer-metin

Cite this page

game-ui-design skill. Agent Mart. https://agentmart.dev/skills/omer-metin-game-ui-design (last updated 2026-10-24)