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Threejs Game Ui Designer

  • 1.1k installs
  • 1.2k repo stars
  • Updated July 16, 2026
  • majidmanzarpour/threejs-game-skills

Helps with design & ui/ux tasks.

About

threejs-game-ui-designer is a Claude Code skill for design & ui/ux. It helps solo builders move faster with AI-assisted development.

  • threejs-game-ui-designer
  • Design & UI/UX
  • AI-coding skill

Threejs Game Ui Designer by the numbers

  • 1,143 all-time installs (skills.sh)
  • +124 installs in the week ending Aug 5, 2026 (Skillselion tracking)
  • Ranked #364 of 1,880 Design & UI/UX skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
npx skills add https://github.com/majidmanzarpour/threejs-game-skills --skill threejs-game-ui-designer

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Listed on Skillselion
Installs1.1k
repo stars1.2k
Last updatedJuly 16, 2026
Repositorymajidmanzarpour/threejs-game-skills

What it does

Helps with design & ui/ux tasks.

Files

SKILL.mdMarkdownGitHub ↗

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.

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