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threejs-game-ui-designer

threejs-game-ui-designer

github.com/majidmanzarpourDesign & UI2.6k3.4k installsUpdated 4w ago
Repository

About threejs-game-ui-designer

A skill for designing readable, responsive interfaces for Three.js games, for developers working on HUDs, menus, overlays, and touch controls. Its workflow ties UI to game state and checks real states, text fit, and viewport behavior.

Key features

  1. 01HUD and menu design workflow
  2. 02UI state inventory
  3. 03Responsive layout checks
  4. 04Game-state wiring
  5. 05Text-fit and overlap checks

Use cases

  1. 01Refreshing a game HUD
  2. 02Designing pause and settings menus
  3. 03Adding touch controls for mobile
  4. 04Checking UI across desktop and mobile

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/majidmanzarpour/threejs-game-skills --skill threejs-game-ui-designer

After installing, type/threejs-game-ui-designerin Claude Code to confirm it loaded.

Bundled filesagents/openai.yamlreferences/ui-patterns.md

Details

From the project README

Three.js Game UI Designer

Make game UI intentional, readable, responsive, and specific to the genre.

Preserve the user's requested scope and style. For a narrow HUD fix, retain the existing design and check the changed state and target viewports. For a complete UI pass, use the full workflow below. Mobile input is required when mobile is a target, not because a desktop-only game has UI.

Reference

references/ui-patterns.md — hierarchy and required states, HUD zones, menus, touch controls, responsive constraints, style cohesion, and state wiring. Read it before designing HUDs, menus, overlays, touch controls, or responsive layout.

Load threejs-image-generator when logos, icons, GUI art, faction marks, menu backgrounds, or 2D HUD assets would raise the quality. threejs-3d-generator only for genuine 3D menu objects and diegetic props, not flat HUD elements.

Workflow

  1. Capture desktop and mobile screenshots of what exists.
  2. Inventory the UI states: gameplay, pause, settings, fail and retry, win or milestone, loading, touch controls.
  3. Set the hierarchy: survival and status, then objective, then feedback, then 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, and hover/pressed/focus/disabled states.
  6. Wire UI to game state rather than duplicating game rules inside UI code.
  7. Check text fit and overlap with the longest likely values, safe areas, touch targets, and real state changes on both viewports.

What goes wrong

A generic dashboard of stat cards · UI covering the player, threats, or the next decision · text that shifts and clips on mobile · decorative panels that reduce readability · touch controls that look right but emit no intents.

Report

UI intent and states covered, files changed, target-viewport screenshots, text-fit and overlap findings, safe-area and touch-target evidence where applicable, and remaining risks. Feed these results into the lead's consolidated pass rather than rerunning unchanged game-wide checks.

Comments

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