SKILL

Threejs Game Ui Designer

From threejs-game-skills by @majidmanzarpour · View on GitHub

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.

This skill ships inside the threejs-game-skills package. Install the package to get this skill plus everything else in the bundle.

sv install majidmanzarpour/threejs-game-skills

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.

  1. Capture/inspect desktop and mobile screenshots.
  2. Inventory UI states: gameplay, pause, settings, fail/retry, win/milestone, loading, touch controls.
  3. Define hierarchy: survival/status, objective, feedback, flavor.
  4. Replace utility stat cards with authored clusters, meters, badges, icons, alerts, and modal states.
  5. Use stable dimensions, safe-area padding, text-fit constraints, hover/pressed/focus/disabled states.
  6. Wire UI to game state, not duplicated rules.
  7. 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.