fcsouza/agent-skills

design-ui-ux-game

Use when designing game UI — HUD patterns, menu systems, onboarding flows, feedback loops, accessibility features, or notification systems.

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사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/fcsouza/agent-skills --skill design-ui-ux-game

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
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원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

UI/UX Game Design

Purpose

HUD patterns, menu systems, feedback loops, onboarding, and accessibility for any game type. Genre-agnostic — the same principles apply whether you're building an idle clicker, an MMO, or a puzzle game.

When to Use

Trigger: game UI, game UX, HUD, menu system, game feedback, onboarding, tutorial, accessibility, game interface, notification system, settings menu, inventory UI, tooltip, progress bar, game menu

Prerequisites

  • game-design-fundamentals — feedback loop and player motivation context

Core Principles

Fumito Ueda: "Minimalism amplifies emotional impact. Remove everything that doesn't serve the experience." Jenova Chen: "The interface should be invisible — players should feel, not read." Shigeru Miyamoto: "Good UI teaches through interaction, not instruction."
  1. Less is more — show only what the player needs right now; progressive disclosure for complex systems (Ueda)
  2. Feedback is instant — every player action produces immediate visual + audio response (Chen)
  3. Teach by doing — tutorials should be interactive, not text walls; the best tutorial is no tutorial at all (Miyamoto)
  4. Consistency breeds intuition — same patterns everywhere: same button = same action, same color = same meaning
  5. Accessibility is not optional — colorblind modes, scalable text, remappable controls, screen reader support
  6. Mobile-first responsive — design for smallest screen first, scale up; touch targets minimum 44px
  7. State is always visible — player should never wonder "what's happening?" — show health, progress, currency, status

Key UI Patterns

PatternUse CaseImplementation
HUD overlayAlways-visible game stateFixed position, minimal footprint
Radial menuQuick action selectionTriggered by hold/right-click
Tab navigationMulti-system managementTabs with badge indicators
Modal dialogConfirmations, important infoBlocks game, requires action
Toast notificationNon-critical updatesAuto-dismiss, stackable
TooltipContextual detailsHover/long-press, positioned smart
Progress barShow advancementLinear or radial, with milestones
Inventory gridItem managementDrag-drop, sort, filter, search

Onboarding Flow

1. First interaction → teach core mechanic (no text, just do it)
2. First reward → show feedback system (number go up, sound, visual)
3. First choice → teach decision-making (two options, clear difference)
4. First failure → teach recovery (low stakes, quick retry)
5. First system unlock → teach progressive disclosure (new tab appears)

Cross-References

  • game-design-fundamentals — feedback loops and reward schedules
  • level-design — tutorial level integration
  • elevenlabs-sound-music — audio feedback integration

Pitfalls & Anti-Patterns

  • "UI soup" — too many elements on screen at once; players can't focus
  • "Text tutorial" — pages of instructions before the player does anything
  • "Hidden information" — critical game state not visible; player feels lost
  • "Inconsistent controls" — same button does different things in different screens
  • "No feedback" — player clicks and nothing visually happens for 200ms+
  • "Accessibility afterthought" — adding colorblind mode after launch; it should be designed in

Designer Philosophy

Fumito Ueda (ICO, Shadow of the Colossus): The best UI is invisible. In ICO, there's no HUD — the player grips Yorda's hand, and that IS the interface. Every UI element you add should justify its existence against the alternative of removing it entirely.

Jenova Chen (Journey, Flower): UI should create emotional connection, not information overload. In Journey, the entire "multiplayer UI" is another player's presence. No health bars, no names, no chat — just shared experience through minimal interface.

Shigeru Miyamoto (Mario, Zelda): The best tutorials are the ones players don't notice. World 1-1 of Super Mario Bros teaches running, jumping, enemies, power-ups, and secrets — all without a single line of text.

Sources

  • "The Invisible Interface" — Fumito Ueda, GDC 2006
  • "Designing Journey" — Jenova Chen, GDC 2013
  • "Game Feel" — Steve Swink
  • "Don't Make Me Think" — Steve Krug (applies to game UI too)
  • WCAG 2.1 accessibility guidelines adapted for games

관련 작업

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