
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)
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| Installs | 1.1k |
|---|---|
| repo stars | ★ 1.2k |
| Last updated | July 16, 2026 |
| Repository | majidmanzarpour/threejs-game-skills ↗ |
What it does
Helps with design & ui/ux tasks.
Files
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.
interface:
display_name: "Three.js Game UI Designer"
short_description: "Design premium Three.js game UI"
default_prompt: "Redesign this Three.js game's HUD and menus so they are polished, readable, responsive, and genre-specific. First load the UI patterns reference, report the reference ledger, and include UI state, text-fit, safe-area, and touch-target evidence."
Game UI Quality Checklist
- The first screen is the playable game or a deliberate modal state, not a landing page.
- HUD hierarchy matches gameplay priority: survival/status, objective, feedback, secondary flavor.
- UI visual language matches the game's genre, world materials, color, and motion.
- Menus include expected states: pause, resume, restart, settings, win/lose when relevant.
- Buttons and controls have stable dimensions plus hover, pressed, focus, and disabled states.
- Icons are used for compact tool/actions when recognizable; ambiguous icons have labels or tooltips.
- UI does not use nested cards, marketing-page layout, or generic dashboard styling.
- UI does not block player, threats, goals, interactables, or near-future path unless intentionally modal.
- Dynamic values such as score, time, health, combo, and ammo do not shift layout.
- Reduced-motion and flash risk is considered for intense UI animation or damage feedback.
- UI state is driven by the game state model and does not duplicate simulation rules.
- Desktop and mobile screenshots show coherent composition and no clipped or overlapping controls.
HUD Readability Checklist
- Player health/status is readable during normal movement and high-action moments.
- Objective/progress information is visible without competing with threats or pickups.
- Text contrast remains legible over bright, dark, and moving scene backgrounds.
- Critical status changes have at least two feedback channels when useful: shape, color, motion, sound, or text.
- Meters, timers, and counters have fixed-width or stable containers.
- HUD placement avoids the player focal area and likely spawn/threat lanes.
- HUD scale is appropriate for desktop, laptop, and mobile viewports.
- Touch controls and HUD elements do not overlap each other.
- UI transitions do not delay input response or hide the next player decision.
- Screenshot review confirms HUD readability before and after interaction.
Mobile Input Checklist
- Include
<meta name="viewport" content="width=device-width, initial-scale=1.0">. - Set canvas and touch overlays to
touch-action: noneonly where needed. - Use Pointer Events when possible.
- Keep controls reachable with thumbs and away from safe-area edges.
- Avoid tiny text or buttons below practical touch size.
- Verify portrait and landscape if both are supported.
- Check high-DPR canvas scaling and cap DPR if performance suffers.
- Prevent page scroll/zoom gestures from stealing gameplay input.
- Test virtual joystick/button release paths when the pointer leaves the control.
- Verify with Playwright mobile emulation and real hardware when available.
Responsive UI Fit Checklist
- Desktop, laptop, narrow, and mobile viewports have been checked.
- Safe-area padding is applied for mobile edges and notches when controls sit near edges.
- No text clips, overflows, overlaps, or becomes unreadably small.
- Long labels wrap or compress intentionally without breaking button height.
- Controls keep stable hit targets and do not shift during score/time/state changes.
- Layout uses grid/flex/container-aware constraints instead of viewport-only guesses where practical.
- Menu content remains reachable without hidden offscreen controls.
- Touch controls are large enough, separated enough, and do not trigger page scroll.
- Canvas resizing does not desynchronize HUD placement from gameplay framing.
- Screenshots or Playwright artifacts prove fit at the tested sizes.
Three.js Game UI Prompt Templates
Reusable prompt templates packaged with this skill. Use only templates relevant to the current request, and adapt placeholders to the game/project context.
---
Premium HUD/UI Pass Prompt
Use threejs-game-ui-designer to make this Three.js game's HUD and in-game UI feel premium, readable, and genre-specific.
Context to gather:
- Current screenshots at desktop and mobile sizes.
- Game genre, core verb, target mood, and player decisions the HUD must support.
- Current HUD/menu files, game state sources, input model, and touch controls.
Design goals:
- Keep the playable game as the first screen.
- Make survival/status/objective information readable during motion.
- Use stable dimensions for counters, buttons, meters, and labels.
- Use icons where they reduce clutter, with labels where meaning is ambiguous.
- Match the game's world materials, color, typography, and feedback language.
Constraints:
- Do not add marketing-page hero sections or explanatory feature copy.
- Do not nest cards inside cards.
- Do not let UI cover critical gameplay at desktop or mobile sizes.
- Avoid text overflow, clipped controls, layout shift, and generic dashboard styling.
Verification:
- Build and run locally.
- Capture desktop and mobile screenshots.
- Check console/page errors.
- Verify text fit, no overlap, no clipped controls, and at least one UI state change from real input.
---
Responsive Game Menu Pass Prompt
Use threejs-game-ui-designer to design or improve this Three.js game's pause, start, settings, win, lose, or restart menus.
Menu states needed: -
Target devices/orientations: -
Requirements:
- Menus must feel like part of the game, not a website overlay.
- Modal menus may pause or dim gameplay, but should not look like marketing cards.
- Buttons need clear hover, pressed, focus, disabled, and touch states.
- Settings must use appropriate controls: toggles, sliders, segmented controls, icon buttons, and select menus.
- Layout must respect safe-area insets and remain usable on mobile.
Implementation notes:
- Prefer semantic HTML/CSS over canvas-rendered UI unless 3D placement is required.
- Keep UI state driven by the game state model.
- Keep dimensions stable so labels and counters do not shift layout.
Verification:
- Test every menu state.
- Capture desktop and mobile screenshots.
- Check keyboard/mouse and touch paths when both are supported.
- Confirm no text overflow, overlap, clipping, or unreachable controls.
Game UI Patterns
Use this when designing HUDs, menus, overlays, pause/fail/win states, touch controls, typography, responsive layout, and UI/world cohesion.
UI Principles
- Build the game interface, not a web dashboard.
- Prioritize gameplay hierarchy: survival/status, objective/progress, immediate feedback, then flavor.
- Use meters, icons, reticles, badges, alert strips, cooldown rings, inventory slots, minimaps, diegetic labels, and compact clusters before generic stat cards.
- Keep UI outside the play path and away from threats, pickups, the player, and the next decision.
- UI should reinforce the world art direction through material cues, color roles, icon shapes, and motion language.
- Do not use visible text to explain obvious controls when an icon, affordance, or direct interaction can do the job.
Required States
Inventory states before designing:
- Gameplay HUD.
- Pause/resume.
- Settings or audio/accessibility controls when useful.
- Fail/retry.
- Win/milestone/level complete when relevant.
- Loading/empty/error when async assets exist.
- Mobile/touch controls when target includes mobile.
- Debug/tuning UI gated separately from player UI.
Premium games should not have only one HUD state.
HUD Composition
Use intentional zones:
- Top or top-left: objective, wave, distance, timer, route/progress.
- Top or top-right: score, currency, combo, inventory, pause.
- Bottom left/right: touch movement/action controls when needed.
- Center top or near player: short event banners, combo, warnings.
- Near-world labels: diegetic prompts, target markers, offscreen indicators.
Rules:
- Use fixed-width numeric containers for score, timer, ammo, speed, health, and best values.
- Use icons plus short labels for unfamiliar resources.
- Use meter fills for quantities the player must read quickly.
- Use alert colors consistently: danger, reward, shield, boost, objective, disabled.
- Animate state changes briefly: count-up, meter fill, pulse, slide/fade, snap, ring cooldown.
- Do not stack multiple large banners over the play path.
Menus And Overlays
Pause/fail/win overlays should support quick action:
- Primary action first: resume, retry, continue, next.
- Secondary actions: settings, quit, restart, level select.
- Avoid marketing-page hero layouts inside a game.
- Keep menu panels stable and readable across desktop/mobile.
- Use icon buttons for pause, sound, restart, fullscreen, settings when familiar.
- Provide focus/hover/pressed/disabled states.
- Gate debug panels behind a dev flag or query param.
Touch Controls
When mobile is in scope:
- Use pointer events where possible.
- Ensure controls emit the same game intents as keyboard/mouse.
- Handle
pointerup,pointercancel,lostpointercapture, blur, and visibility change. - Use safe-area insets.
- Avoid controls overlapping HUD warnings or the play path.
- Keep touch targets at least roughly 44 CSS pixels where practical.
- Separate adjacent controls enough to prevent accidental presses.
- Use
touch-actionto prevent unwanted page scrolling only in control regions or the game surface.
Responsive Constraints
- Define stable dimensions with CSS variables,
clamp, grid tracks, fixed icon slots, and fixed-width numbers. - Do not scale text purely with viewport width.
- Avoid negative letter spacing.
- Check desktop, laptop, tablet/narrow, and phone viewports.
- Test longest likely values: high score, long labels, multi-digit timers, localized-ish text if relevant.
- No clipped text, overlapping controls, unreadably small labels, or layout shift from changing values.
- Menus must remain reachable without offscreen controls.
Visual Style
- Match the genre: arcade racers need speed/status readability; fighters need health/round/impact hierarchy; exploration games need inventory/objective clarity.
- Prefer restrained panels with meaningful geometry, borders, ticks, glow accents, and material cues over nested cards.
- Use a limited status palette plus neutral surfaces.
- Avoid one-note purple/blue gradient UI unless it is strongly justified by the game world.
- Connect UI motifs to world decals, faction marks, vehicle panels, pickups, or hazards.
2D Asset Generation
Use threejs-image-generator for 2D interface assets when hand-coded CSS/icons are not enough:
- Faction logos, team crests, title marks.
- Pickup, ability, weapon, inventory, achievement, and objective icons.
- Hazard signs, decals, lane glyphs, cockpit labels, item badges.
- Menu/loading/background plates, illustrated map panels, world-style UI textures.
- GUI material references: glass panels, metal frames, holographic strips, paper/parchment, tactical screens.
Use threejs-3d-generator only when the UI needs a 3D object: rotating character preview, vehicle garage, weapon inspect model, trophy, diorama, or diegetic 3D menu prop.
State Wiring
- UI reads game state from a single source of truth.
- UI events dispatch game intents; they should not mutate unrelated simulation internals directly.
- UI should update on pause, restart, resize, mobile orientation, mute, fail/win, score, health, boost, combo, inventory, and accessibility settings.
- Avoid stale values after restart.
Verification
Capture evidence:
- Gameplay HUD desktop screenshot.
- Gameplay HUD mobile screenshot when in scope.
- Pause/fail/retry state screenshot if changed.
- Text-fit and overlap check with high values.
- Touch target and safe-area check when mobile is in scope.
- Interaction test for UI buttons and touch controls.
- Console/page error check after UI events.
- Generated 2D asset path and prompt when
threejs-image-generatorwas used. - Imported 3D preview model path and renderer diagnostics when
threejs-3d-generatorwas used.
Common Failures
- Generic dashboard/stat-card HUD.
- Nested cards and oversized decorative panels.
- UI covers threats, pickups, player, or next decision.
- Text explains obvious controls instead of designing affordances.
- Mobile safe areas ignored.
- Touch controls look correct but do not emit intents.
- Values change width and shift layout during play.
- Debug UI ships as player UI.