game-ui-ux
gamedev-skills/awesome-gamedev-agent-skills
Design responsive game UIs that work on any screen, input device, and aspect ratio.
What is game-ui-ux?
Engine-neutral patterns for building HUDs, menus, and overlays that scale correctly across resolutions, respect safe areas, support keyboard/gamepad navigation, and update via events rather than polling. Use when designing or fixing UI layout, scaling, focus navigation, or screen flow.
- Anchor-based responsive layout that adapts to any resolution and aspect ratio without breaking
- Safe-area insets for notches, rounded corners, and TV overscan
- Keyboard and gamepad focus navigation with clear focus order and highlight
- Screen/menu state stack for managing overlays and navigation flow
- Event-driven HUD updates that decouple UI from game state polling
- Scaling strategies (letterbox, expand, anchor outward) for consistent appearance across devices
How to install game-ui-ux
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill game-ui-uxHow to use game-ui-ux
- 1.Choose a layout model: use anchors and containers (rows, columns, grids) instead of absolute pixel positions
- 2.Pick a scaling strategy: set a reference resolution and decide how to handle extra width/height (letterbox, expand, or anchor outward)
- 3.Apply safe-area insets to keep critical UI away from notches, rounded corners, and TV overscan
- 4.Set an initial focused control per screen and define focus neighbors so gamepad/keyboard navigation works
- 5.Model screens as a stack: push overlays on top, pop to go back, with input routed to the top screen only
- 6.Subscribe the HUD to game events (health_changed, score_changed, etc.) and update only when they fire
- 7.Test across multiple resolutions, aspect ratios, and input devices (mouse, keyboard, gamepad) to verify layout and focus behavior
Use cases
- Building a health bar, ammo counter, or score display that stays readable on phone, monitor, and TV
- Creating a pause menu that navigates smoothly with gamepad d-pad or keyboard arrow keys
- Fixing UI that breaks at ultrawide or mobile aspect ratios, or gets clipped by notches
- Structuring complex menu flow (title → game → pause → settings) as a stack instead of boolean flags
- Wiring UI to game events (health_changed, score_changed) instead of per-frame polling
- Game designers and programmers building or refactoring UI systems
- Developers targeting multiple platforms (mobile, console, PC) with one UI codebase
- Teams using Godot, Unity, or other engines who need engine-agnostic UI architecture patterns
game-ui-ux FAQ
Use this skill for architecture: responsive layout, scaling, focus navigation, screen flow, and event-driven updates. Use the engine skill for concrete widget APIs, components, and styling.
Set an initial focused control when a screen opens, define focus neighbors for gamepad navigation, and show a clear focus highlight. Mouse and focus coexist; switching input devices should not strand the player.
Polling couples the UI to game internals, wastes work every frame even when nothing changed, and makes the code harder to maintain. Event-driven updates (signals/events) are cleaner and more efficient.
Anchor UI to edges and corners, use containers to flow children, and decide a scaling policy: expand to reveal extra space (anchor HUD corners outward), letterbox to maintain aspect, or a blend. Never use absolute pixel positions.
The safe area is the OS-reported rectangle that avoids notches, rounded corners, and TV overscan. Inset critical UI (health, score, buttons) from screen edges so they stay visible and usable on all devices.
Full instructions (SKILL.md)
Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.
name: game-ui-ux description: > Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
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
- 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. - 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).
- Respect the safe area. Inset critical UI from screen edges so notches, rounded corners, and TV overscan don't clip it.
- 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.
- 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.
- 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. - 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
# Godot 4.7. 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 6.3 LTS 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)
# Godot 4.7 — 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 6.3 LTS — 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
# Godot 4.7. 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 6.3 LTS: 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)
# Godot 4.7. 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 6.3 LTS: 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)
# 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 UI and offer a text-size option.
- Menu flow as boolean flags (
isPaused,inSettings, …) becomes unmanageable. Use a screen stack with push/pop. - Hardcoded English strings baked into layout. Translations overflow buttons. Externalize
strings and let containers size to content (see
references/). - Mouse-only or focus-only. Support both; switching input device should not strand the user.
References
- For stretch/scale modes per engine, the safe-area math, a complete focus-navigation and
screen-stack pattern, diegetic vs non-diegetic UI, accessibility (text size, contrast,
colorblind-safe state), and localization-ready layout, read
references/layout-and-flow.md.
Related skills
godot-ui-control, Unity UI (UGUI/UI Toolkit) — the concrete widgets, themes, and styling.game-feel— button pops, transitions, and HUD juice that ride on top of this layout.dialogue-systems— conversation/choice UI that lives inside this UI shell.input-systems— device switching, rebinding screens, and accessible controls.rpg,card-game,tower-defense,visual-novel— UI-heavy genres that compose this skill.
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