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.

查看源码

使用方法

  1. 复制安装命令,在自己的智能体环境安装前先检查源码包。
  2. 从原始文档核对所需工具、凭据和支持的宿主。
  3. 说明输入材料与期望交付物,并对照来源检查输出。
npx skills add https://github.com/fcsouza/agent-skills --skill design-ui-ux-game

开始前需了解

  • 安装不包含模型订阅、API 额度或访问文件的权限。
  • 仓库星数和安装量反映活跃情况,不等于独立质量或安全测试。
仓库原始内容

按源仓库内容呈现,保留标题、案例、代码、表格、链接以及原文引用的演示图片。

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

按任务相关推荐

来自同一仓库

更多 Skills

全部 Skills