Threejs Game Ui Designer
Published by majidmanzarpour in threejs-game-skills
What this skill does
Design premium Three.js game UI. Use for HUDs, menus, overlays, pause/win/lose screens, settings, icon controls, touch UI, typography, responsive layout, safe areas, text fit, and UI/world cohesion.
Add Threejs Game Ui Designer to your agent
Review the source and files first. When you are ready, copy the prompt instruction or use the CLI command supported by your environment.
Install with a prompt
Paste this into a compatible coding agent:
add this skill "threejs-game-ui-designer" from https://github.com/majidmanzarpour/threejs-game-skillsInstall with the CLI
Run this command in a controlled environment after reviewing the repository:
npx skills add https://github.com/majidmanzarpour/threejs-game-skills --skill threejs-game-ui-designerSkill instructions
Three.js Game UI Designer
Purpose
Make game UI intentional, readable, responsive, and genre-specific.
Workflow
Load references/ui-patterns.md as the first action when designing HUDs, menus, overlays, pause/win/lose screens, settings, touch controls, typography, responsive layout, safe areas, text fit, icons, or UI/world cohesion. Track it in a reference ledger with yes/no, path, and failure reason. Do not mark the UI phase complete while this reference is skipped for interface work.
Load references/checklists/game-ui-quality.md, references/checklists/hud-readability.md, and references/checklists/responsive-ui-fit.md before claiming UI/HUD/menu work is complete. Load references/checklists/mobile-input.md when touch controls or mobile safe areas are in scope.
Load references/prompt-templates.md only when the user asks for reusable prompts, a UI pass prompt, or a task template.
Load threejs-image-generator when logos, icons, GUI art, faction marks, menu backgrounds, decals, or 2D HUD assets would improve quality. Use threejs-3d-generator only for 3D menu/showcase objects or diegetic 3D UI props, not normal flat HUD elements.
- Capture/inspect desktop and mobile screenshots.
- Inventory UI states: gameplay, pause, settings, fail/retry, win/milestone, loading, touch controls.
- Define hierarchy: survival/status, objective, feedback, flavor.
- Replace utility stat cards with authored clusters, meters, badges, icons, alerts, and modal states.
- Use stable dimensions, safe-area padding, text-fit constraints, hover/pressed/focus/disabled states.
- Wire UI to game state, not duplicated rules.
- Verify text fit, overlap, safe areas, touch targets, responsive screenshots, and real state changes.
Common Failure Modes
- Generic dashboard/stat-card HUD.
- UI covers player/threats.
- Text shifts/clips on mobile.
- Decorative panels reduce readability.
- Touch controls look right but do not emit intents.
Final Response
Report the reference ledger, UI state checklist, UI intent, states covered, files changed, screenshots, text-fit/overlap checks, safe-area/touch-target evidence, controls, and remaining risks.
Files included
- agents/openai.yaml
- references/checklists/game-ui-quality.md
- references/checklists/hud-readability.md
- references/checklists/mobile-input.md
- references/checklists/responsive-ui-fit.md
- references/prompt-templates.md
- references/ui-patterns.md
- SKILL.md
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