build-game-ui-ux
Installation
SKILL.md
Build Game UI UX
Architect and implement resolution-independent game HUDs, menu stacks, and interactive overlays that support ultrawide and mobile aspect ratios, safe-area cutouts, and seamless gamepad/keyboard focus navigation.
Core Rules
- Event-Driven UI Decoupling: Never poll gameplay entities inside UI
Update()loops. Bind HUD widgets (health bars, ammo counters, cooldown radials, quest trackers) to explicit gameplay events or observable view-models so UI only redraws when state changes. - Resolution & Safe-Area Conformance: Configure reference canvas scaling (e.g. $1920\times 1080$ or $2560\times 1440$ with expand/match width-or-height modes), 9-slice border sprites, and dynamic safe-area insets (
Screen.safeArea, title-safe margins) across $16:9$, $21:9$, $32:9$, and notched mobile viewports. - Unbroken Focus Navigation Loops: Every interactive screen must assign an explicit default focused element on open, maintain deterministic 4-way directional navigation (
Up,Down,Left,Right), and restore focus to the invoking control when modal popups close. - Contract Adherence: Emit
contracts/schemas/implementation-result.jsonupon completing game UI/UX implementations.
Suggested Process
1. Canvas Hierarchy, Anchors & Safe-Area Layout
Structure UI into layered sorting canvases (WorldSpaceIndicators, GameplayHUD, ModalMenus, SystemNotifications, TransitionOverlay). Pin HUD corners to a Safe-Area container node and use 9-slice sprite borders so panels scale cleanly without distorting corners.
2. Focus Graph & Multi-Device Navigation
Configure explicit focus neighbors for buttons, sliders, and scrollable inventory grids. Ensure opening any menu immediately calls GrabFocus() / Select() on the primary action button and blocks pointer-hover theft when operating in gamepad mode.