game-ui-hud-and-diegetic-interfaces
Installation
SKILL.md
Game UI, HUD, Menus, and Diegetic Interfaces
Design game information and control surfaces around player attention, pressure, world context, input mode, and viewing distance.
Use When
- A game needs a HUD, reticle, objective, map, inventory, dialogue, tutorial, pause/settings, save/load, failure, success, or lobby surface.
- Information must work across exploration, combat, learning, cutscenes, couch distance, handheld touch, keyboard/mouse, or controller focus.
- Diegetic, spatial, contextual, minimal, or conventional HUD choices need an evidence-based decision.
Do Not Use When
- The surface is a non-game app, dashboard, form, or website; use group 04 or 07.
- The task is the game’s overall route; use
game-visual-experience-orchestration. - The task is world/character/VFX art direction; use
game-art-direction-and-visual-development. - The task is timing, impact, camera, haptic or response tuning; use
game-feel-feedback-camera-and-haptics. - The task is general typography, colour, icons, motion, tokens, component states or handoff; pair with the existing owning skill.