game-ui-ux Skill for Claude Code: Build Game HUDs and Menus That Scale
Teaches Claude to build game HUDs and menus that scale to any screen, work with a gamepad and update from events instead of polling.
- Installs
- 11.8K
- on skills.sh
- Stars
- 6.4K
- on GitHub
- Files
- 1
- besides SKILL.md
- Updated
- Oct 2026
- last repo commit
game-ui-ux covers the engine-neutral side of game UI: anchors and containers instead of pixel positions, a reference resolution with an aspect-ratio policy, safe-area insets, keyboard and gamepad focus, a screen stack for menu flow, and HUDs driven by events. Its examples use Godot 4.7 and Unity 6.3 LTS. It triggers on HUD, menu, UI scaling, safe area or controller-navigation requests.
It is one of 77 skills, plus a router, in the awesome-gamedev-agent-skills repo and leaves concrete widget APIs to engine skills such as godot-ui-control. The folder holds 2 Markdown files and no scripts.
Good for
- Game developers building HUDs, menus or inventory screens
- Godot and Unity developers whose UI breaks at other resolutions
- Anyone adding gamepad navigation or safe-area handling to an existing game
Install game-ui-ux
Claude Code
- 1
Copy this prompt.
Install the game-ui-ux skill in Claude Code. Run this command: claude plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills claude plugin install router@awesome-gamedev-agent-skills claude plugin install disciplines@awesome-gamedev-agent-skills Then check that it loaded and tell me how to use it.
- 2
Paste it into Claude Code. It shows the change and asks before running it.
Pick one route. disciplines holds 15 cross-engine skills including game-ui-ux; the docs say to always install router. For concrete widgets add your engine group, such as godot or unity.
From the project README. Source.
What's in the skill
When it loads
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
Sections in SKILL.md
- When to use
- Core workflow
- Patterns
- 1. Anchors + containers, not absolute coordinates
- 2. Scale to a reference resolution (one UI, many screens)
- 3. Safe-area inset for notches / overscan
- 4. Gamepad/keyboard focus (UI is unusable on a controller without it)
- 5. Event-driven HUD (decouple UI from game logic)
- Pitfalls
- References
- Related skills
Key facts
- Author
- gamedev-skills
- License
- Apache-2.0
- Installs on skills.sh
- 11,813 (Nov 2, 2026)
- GitHub stars
- 6,427 (Nov 2, 2026), whole repo
- Last commit
- Oct 28, 2026 (repo)
- Files in the skill folder
- 2 files including SKILL.md
- Engines in examples
- Godot 4.7 and Unity 6.3 LTS (uGUI and UI Toolkit)
What it includes
Anchors and containers instead of absolute pixel positions.
Step 1 of the 7-step workflow, with Godot and Unity examples.
Layout modelA reference resolution plus a policy for other aspect ratios.
Letterbox, expand, or anchor HUD corners outward.
Scaling strategyInsets critical UI from notches, rounded corners and TV overscan.
Godot and Unity code is included.
Safe areaSets an initial focus, neighbors and a visible highlight on every screen.
Notes that Unity needs InputSystemUIInputModule when using the Input System package.
Gamepad and keyboard focusModels menu flow as push and pop instead of boolean flags.
Pause pushes over the game and pop resumes.
Screen stackUpdates the HUD from signals such as health_changed.
Shows a polling version as the wrong way.
Event-driven HUDResizes the window, switches aspect ratios and navigates by gamepad only.
Claude is told to report what it observed at which resolutions.
Verify across screens11 common mistakes, from fixed pixel positions to tiny fonts.
Includes two Unity uGUI fixes.
Pitfalls listSeven sections of deeper detail.
Scaling modes, safe-area math, focus patterns, screen stack, diegetic UI, accessibility, localization.
layout-and-flow reference
From the official docs
Questions
What does game-ui-ux do?
It gives Claude a checklist and code patterns for game UI: responsive layout, scaling, safe areas, controller navigation, screen flow and event-driven HUDs. It is engine-neutral, with Godot and Unity examples.
How do I install it?
Use the install box above. The README installs the router plus all 77 skills with one command, and also offers Claude Code plugins, including a smaller disciplines group that holds this skill.
Does it work with Unity and Godot?
Yes, the examples show both Godot 4.7 and Unity 6.3 LTS, including uGUI and UI Toolkit. For concrete widgets it points to godot-ui-control and Unity UI.
Does it work in Claude.ai, Codex or Cursor?
The README says the same SKILL.md files load natively in Claude Code, Cursor, Windsurf, Cline, Codex, Gemini CLI and GitHub Copilot among others. It does not describe the Claude app.
Is it safe?
The skill folder is two Markdown files with no scripts. The repo's plugin marketplace lists skills only, and the installer CLI copies files into your agent's skills folder.
game-ui-ux vs game-feel?
The SKILL.md splits them: game-ui-ux is layout, scaling, focus and flow. game-feel covers visual punch such as button pops, damage numbers and shake.
Information
updated Nov 2, 2026
- Folder
skills/disciplines/game-ui-ux
Sources
Docs, issue trackers and discussions this page is built from.
Show all 5Hide
- awesome-gamedev-agent-skills README · github.com
- INSTALLATION.md · github.com
- marketplace.json · github.com
- game-ui-ux SKILL.md · github.com
- layout-and-flow reference · github.com