Engine-neutral game UI/UX: responsive HUDs, menus, focus navigation
Design and build game UI/UX that survives every screen — anchor-based responsive layout, resolution scaling and safe areas, keyboard/gamepad focus navigation, screen stacks, event-driven HUD updates
- What
- Design and build game UI/UX that survives every screen — anchor-based responsive layout, resolution scaling and safe areas, keyboard/gamepad focus navigation, screen stacks, event-driven HUD updates
- Cost
- Free
- Needs
- a game project in an engine (Godot, Unity, etc.) with a UI to build or fix — the skill is architecture guidance the agent follows, not software to install
- Install
- Copy the installer prompt below into your Muse — your agent does the rest.
Curated by Skill Harbor — @gamedev-skills's skill for engine-neutral game UI/UX architecture (it owns the architecture and defers the concrete widget API to the engine's UI skill): a 7-step core workflow — anchors + containers, never absolute pixels; a reference-resolution scaling strategy (expand vs letterbox); respect the safe area (notches, TV overscan); make every screen keyboard/gamepad navigable (initial focus, focus neighbors, visible focus highlight); model screens as a push/pop stack (pause over game, resume); drive the HUD from events (`health_changed`, `score_changed`), never per-frame polling; verify across real resolutions and devices, gamepad-only. Patterns with Godot 4.7 and Unity 6.3 LTS examples (Godot anchors presets, Unity RectTransform anchors and CanvasScaler, `DisplayServer.get_display_safe_area()` / `Screen.safeArea`, `grab_focus()` / `EventSystem.SetSelectedGameObject`). A pitfalls list (single design resolution, no aspect-ratio policy, ignored safe area, no initial focus, polling in `_process`/`Update`, tiny fixed fonts, boolean-flag menu flow, hardcoded English strings) and a references file with the full layout-and-flow detail (stretch modes, safe-area math, focus patterns, diegetic vs non-diegetic UI, accessibility, localization-ready layout). Honest caveats: architecture guidance only — concrete widgets, themes and styling come from companion skills (godot-ui-control, Unity UGUI/UI Toolkit) not bundled here; visual juice belongs to `game-feel`, dialogue UI to `dialogue-systems`; test on target hardware. Apache-2.0 licensed. Skill Harbor never reviews the code, review it yourself before use. Discovered via skills.sh.
Version:
Install
Prerequisites: a game project in an engine (Godot, Unity, etc.) with a UI to build or fix — the skill is architecture guidance the agent follows, not software to install Install "Engine-neutral game UI/UX: responsive HUDs, menus, focus navigation" for me. It teaches my agent @gamedev-skills's UI architecture: anchor-based layout (never absolute pixels), reference-resolution scaling with an aspect policy, safe-area insets, keyboard/gamepad focus navigation on every screen, screens as a push/pop stack, and event-driven HUD updates instead of per-frame polling — with Godot 4.7 and Unity 6.3 LTS examples, a pitfalls list, and a deep references file. Apache-2.0 licensed. Repository: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/blob/main/skills/disciplines/game-ui-ux/SKILL.md 1. Fetch the SKILL.md file (and any helper files) from the repository path into a temporary folder and summarize what it does in one or two sentences. 2. Safety check: review the SKILL.md and scripts for anything suspicious (unexpected network calls, shell commands, credential harvesting). This repo should contain zero secrets in code, credentials only via the secure vault, allowed hosts declared in the SKILL.md. Verify that holds here; STOP on any red flag and tell me. 3. Install it as a skill: copy SKILL.md and its helper files into the agent's skills directory, in a folder named "game-ui-ux". 4. Verify with no network calls: frontmatter valid, files in place. 5. Report what was installed, where, and what I still need to do myself (e.g. point the agent at the game UI to build or fix and the target engine; for the engine's concrete widget APIs, install the companion skills godot-ui-control or Unity UI separately — not bundled here; verify the UI at real resolutions and with gamepad-only navigation). GitHub is optional: if I have a GitHub account or the gh CLI, you may use it; otherwise public access is fine. Never require it unless it's in the prerequisites above. Rules: don't touch anything outside the temp folder and the install target. If anything looks off, stop and ask me.
Questions
How do I install a build?
Every product page includes a copy-paste install prompt. Paste it into your Muse and it sets the build up for you — no manual configuration.
Where does my money go?
Straight to the seller. Skill Harbor never processes payments: checkout happens on the seller’s own page, usually Stripe.
What does the ✓ next to a creator’s name mean?
It means we confirmed the identity of the person behind the listing. It says nothing about the code itself — always check a build before installing it.