ui-icon-gen
Game UI and Icons
Role
Asset workflow for game UI. UI is a system: the set matters more than any piece, and one off-style element fails the whole screen. This skill owns the style contract, set consistency, state variants, and legibility QA. It is generation-agnostic - use whatever image generation and local compositing tools are available and best suited. Apply the asset-core discipline throughout; use its raster_qa.py inspect command for alpha, clear-edge padding, and detached-component checks.
Style Contract
Decide the contract once, before generating anything, and hold every piece to it:
- Stroke weight and outline treatment (all outlined or all solid fills - never mixed).
- Fill treatment: flat, gradient direction, texture.
- Palette family and accent rules.
- Corner radius / frame ornament vocabulary.
- Padding: uniform inside the canvas, same optical margin for every piece.
- Background: transparent, or one consistent tile/plate shape shared by all.
Generate one anchor piece first (the most representative icon or the normal-state button), get it approved if the caller is iterating, then derive every other piece from it: use the tool's image-editing or reference-image capability if it has one, and restate the full contract in words in every prompt regardless - contract words are what stop drift.