$npx -y skills add majidmanzarpour/threejs-game-skills --skill threejs-game-ui-designerDesign 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.
| 1 | # Three.js Game UI Designer |
| 2 | |
| 3 | ## Purpose |
| 4 | |
| 5 | Make game UI intentional, readable, responsive, and genre-specific. |
| 6 | |
| 7 | ## Workflow |
| 8 | |
| 9 | 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. |
| 10 | |
| 11 | 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. |
| 12 | |
| 13 | Load `references/prompt-templates.md` only when the user asks for reusable prompts, a UI pass prompt, or a task template. |
| 14 | |
| 15 | 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. |
| 16 | |
| 17 | 1. Capture/inspect desktop and mobile screenshots. |
| 18 | 2. Inventory UI states: gameplay, pause, settings, fail/retry, win/milestone, loading, touch controls. |
| 19 | 3. Define hierarchy: survival/status, objective, feedback, flavor. |
| 20 | 4. Replace utility stat cards with authored clusters, meters, badges, icons, alerts, and modal states. |
| 21 | 5. Use stable dimensions, safe-area padding, text-fit constraints, hover/pressed/focus/disabled states. |
| 22 | 6. Wire UI to game state, not duplicated rules. |
| 23 | 7. Verify text fit, overlap, safe areas, touch targets, responsive screenshots, and real state changes. |
| 24 | |
| 25 | ## Common Failure Modes |
| 26 | |
| 27 | - Generic dashboard/stat-card HUD. |
| 28 | - UI covers player/threats. |
| 29 | - Text shifts/clips on mobile. |
| 30 | - Decorative panels reduce readability. |
| 31 | - Touch controls look right but do not emit intents. |
| 32 | |
| 33 | ## Final Response |
| 34 | |
| 35 | 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. |