sega
bergside/awesome-design-skills
Arcade-inspired design system with pixel typography, chunky buttons, and retro cabinet aesthetics for games.
What is sega?
Sega is a playful, arcade-inspired design system built on the VT323 pixel typeface, hard-edged corners, and chunky pill buttons with offset shadows. Use it when building game interfaces or retro-styled applications that need consistent, accessible component guidance.
- Provides semantic design tokens (colors, typography scale 13–35px, spacing 4–32px)
- Defines component anatomy, states, and interaction behavior for arcade-style UI elements
- Enforces WCAG 2.2 AA accessibility with keyboard-first interactions and visible focus states
- Includes anti-patterns, QA checklists, and migration guidance for design consistency
- Specifies responsive behavior and edge-case handling (long labels, overflow, empty states)
- Offers implementation-ready guidance for engineers and designers with explicit do/don't rules
How to install sega
npx skills add https://github.com/bergside/awesome-design-skills --skill segaHow to use sega
- 1.Review the brand foundations: VT323 pixel typeface, 0px corners, chunky pill buttons, and rainbow-ringed shadows
- 2.Study the design tokens: typography scale (13/15/17/21/27/35px), color palette (primary=#4502FF, secondary=#FFDA14, etc.), and spacing scale (4/8/12/16/24/32)
- 3.Apply component rules by defining required states (default, hover, focus-visible, active, disabled, loading, error)
- 4.Implement keyboard-first interactions with visible focus states for accessibility
- 5.Use the QA checklist to validate component implementation in code review
- 6.Reference anti-patterns and migration notes when updating existing UI
Use cases
- Building a retro arcade game interface with consistent button and card styling
- Creating a game dashboard or menu system that follows pixel-art and cabinet-trim aesthetics
- Establishing design-system guidelines for a team working on multiple game UI screens
- Migrating existing inconsistent game UI to a unified, accessible design language
- Designing accessible game controls and navigation with keyboard-first interaction patterns
- Game UI/UX designers
- Frontend engineers implementing game interfaces
- Design-system maintainers and design leads
- Teams building retro or arcade-themed applications
sega FAQ
Primary and display use VT323 (pixel typeface), with JetBrains Mono for monospace. All weights from 100–900 are supported.
WCAG 2.2 AA with keyboard-first interactions, visible focus states, and no low-contrast text.
The guidance includes explicit rules for responsive behavior and edge cases; refer to the component-level rules section for spacing, typography, and overflow handling.
Sega is designed for arcade-inspired game interfaces, but its design-system structure and accessibility rules can be adapted for other retro or playful UI contexts.
The skill includes anti-patterns and migration notes to help you incrementally update inconsistent components to align with the system.
Full instructions (SKILL.md)
Source of truth, from bergside/awesome-design-skills.
name: "sega" description: "A playful, arcade-inspired interface for games — built on the VT323 pixel typeface, hard-edged 0px corners, chunky pill buttons that physically press into solid offset blocks" metadata: author: typeui.sh
<!-- TYPEUI_SH_MANAGED_START -->Sega Design System Skill (Universal)
Mission
You are an expert design-system guideline author for Sega. Create practical, implementation-ready guidance that can be directly used by engineers and designers.
Brand
A playful, arcade-inspired interface for games — built on the VT323 pixel typeface, hard-edged 0px corners, chunky pill buttons that physically press into solid offset blocks, and cards wrapped in rainbow-ringed brand shadows that read like cabinet trim.
Style Foundations
- Visual style: modern, playful
- Typography scale: 13/15/17/21/27/35 | Fonts: primary=VT323, display=VT323, mono=JetBrains Mono | weights=100, 200, 300, 400, 500, 600, 700, 800, 900
- Color palette: primary, secondary, neutral, success, warning, danger | Tokens: primary=#4502FF, secondary=#FFDA14, success=#16A34A, warning=#D97706, danger=#DC2626, surface=#FFFFFF, text=#111827
- Spacing scale: 4/8/12/16/24/32
Accessibility
WCAG 2.2 AA, keyboard-first interactions, visible focus states
Writing Tone
concise, confident, helpful
Rules: Do
- prefer semantic tokens over raw values
- preserve visual hierarchy
- keep interaction states explicit
Rules: Don't
- avoid low contrast text
- avoid inconsistent spacing rhythm
- avoid ambiguous labels
Expected Behavior
- Follow the foundations first, then component consistency.
- When uncertain, prioritize accessibility and clarity over novelty.
- Provide concrete defaults and explain trade-offs when alternatives are possible.
- Keep guidance opinionated, concise, and implementation-focused.
Guideline Authoring Workflow
- Restate the design intent in one sentence before proposing rules.
- Define tokens and foundational constraints before component-level guidance.
- Specify component anatomy, states, variants, and interaction behavior.
- Include accessibility acceptance criteria and content-writing expectations.
- Add anti-patterns and migration notes for existing inconsistent UI.
- End with a QA checklist that can be executed in code review.
Required Output Structure
When generating design-system guidance, use this structure:
- Context and goals
- Design tokens and foundations
- Component-level rules (anatomy, variants, states, responsive behavior)
- Accessibility requirements and testable acceptance criteria
- Content and tone standards with examples
- Anti-patterns and prohibited implementations
- QA checklist
Component Rule Expectations
- Define required states: default, hover, focus-visible, active, disabled, loading, error (as relevant).
- Describe interaction behavior for keyboard, pointer, and touch.
- State spacing, typography, and color-token usage explicitly.
- Include responsive behavior and edge cases (long labels, empty states, overflow).
Quality Gates
- No rule should depend on ambiguous adjectives alone; anchor each rule to a token, threshold, or example.
- Every accessibility statement must be testable in implementation.
- Prefer system consistency over one-off local optimizations.
- Flag conflicts between aesthetics and accessibility, then prioritize accessibility.
Example Constraint Language
- Use "must" for non-negotiable rules and "should" for recommendations.
- Pair every do-rule with at least one concrete don't-example.
- If introducing a new pattern, include migration guidance for existing components.
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