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Game Ui Frontend

  • 12 installs
  • 4.9k repo stars
  • Updated July 14, 2026
  • openai/plugins

game-ui-frontend designs readable game HUDs and menus for browser titles.

About

The game-ui-frontend skill guides UI surfaces for browser games where canvas or WebGL renders the world and DOM handles text-heavy chrome. Workflow establishes visual direction first across genre fantasy, materials, typography, palette, and motion tone, then implements CSS variable themes with hierarchy placing combat or survival data first and settings behind menus. It protects the playfield in 3D by limiting persistent HUD clusters, keeping the center clear, and deferring dense panels. Standards require readable thematic interfaces rather than generic dashboards, with responsive layouts that scale overlays without obscuring gameplay. Use when users request HUDs, menus, overlays, responsive game UI, or visual direction tied to play experience.

  • Separates canvas playfield from DOM text UI layers.
  • Defines CSS variable theme and visual hierarchy first.
  • Limits HUD clusters to protect center playfield.
  • Prioritizes combat and survival information in HUD layout.
  • Targets thematic browser-game interfaces over dashboard patterns.

Game Ui Frontend by the numbers

  • 12 all-time installs (skills.sh)
  • +1 installs in the week ending Jul 18, 2026 (Skillselion tracking)
  • Ranked #195 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Aug 4, 2026 (Skillselion catalog sync)
At a glance

game-ui-frontend capabilities & compatibility

Capabilities
visual direction before coding rule · playfield protection and hud cluster limits · css variable theme hierarchy
Use cases
frontend · ui design
From the docs

What game-ui-frontend says it does

build the game world in canvas or WebGL, and build text-heavy UI in DOM
SKILL.md
Protect the playfield first, especially in 3D
SKILL.md
npx skills add https://github.com/openai/plugins --skill game-ui-frontend

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Listed on Skillselion
Installs12
repo stars4.9k
Last updatedJuly 14, 2026
Repositoryopenai/plugins

How do I layout a game HUD without blocking the playfield?

Design browser game HUDs, menus, and overlays that protect the playfield readability.

Who is it for?

Game developers building browser HUDs and menu systems.

Skip if: Skip for native console UI without browser DOM overlays.

When should I use this skill?

User asks for game HUD, menu, overlay, or responsive play UI.

What you get

Themed DOM UI spec with playfield-safe overlay hierarchy.

Files

SKILL.mdMarkdownGitHub ↗

Game UI Frontend

Overview

Use this skill whenever the game needs a visible interface layer. The job is not to produce generic dashboard UI. The job is to produce a readable, thematic browser-game interface that supports the play experience.

Default assumption: build the game world in canvas or WebGL, and build text-heavy UI in DOM.

Frontend Standards

1. Establish visual direction before coding.

  • Genre and fantasy
  • Material language
  • Typography
  • Palette
  • Motion tone

2. Use CSS variables for the UI theme. 3. Build clear hierarchy.

  • Critical combat or survival information first
  • Secondary tools second
  • Rarely used settings behind menus or drawers

4. Protect the playfield first, especially in 3D.

  • The initial screen should feel playable within a few seconds.
  • Default to one primary persistent HUD cluster and at most one small secondary cluster.
  • Keep the center of the playfield clear during normal play.
  • Keep the lower-middle playfield mostly clear during normal play.
  • Put lore, field notes, quest details, and long control lists behind drawers, toggles, or pause surfaces.
  • Prefer contextual prompts and transient hints over permanent boxed panels.

5. Keep overlays readable over motion.

  • Use backing panels, edge treatment, contrast, and restrained blur where needed.

6. Design for both desktop and mobile from the start. 7. Design 3D UI around camera and input control boundaries.

  • Pause or gate camera-control input when menus, dialogs, or pointer-driven UI are active.
  • Keep pointer-lock, drag-to-look, and menu interaction states explicit.

3D Starter Defaults

For exploration, traversal, or third-person starter scaffolds, prefer this UI budget:

  • one compact objective chip or status strip at the edge
  • one transient controls hint or interaction prompt
  • one optional collapsible secondary surface such as a journal, map, or quest log

Do not open every informational surface on first load. The scene should be readable before the user opens any deeper UI.

As a default implementation constraint for 3D browser games:

  • no always-on full-width header plus multi-card body plus full-width footer layout
  • no large center-screen or lower-middle overlays during normal movement
  • no more than roughly 20-25% of the viewport covered by persistent HUD on desktop unless the user explicitly requests a denser layout
  • on mobile, collapse to a narrow stack or contextual chips before covering the playfield with larger panels

Prompting Rules

When asking the model to design or implement game UI, include:

  • the game fantasy
  • the camera or viewpoint
  • the player verbs
  • the HUD layers
  • the camera or control mode when the game is 3D
  • the tone of motion
  • desktop and mobile expectations
  • playfield protection and disclosure strategy
  • explicit anti-patterns to avoid

Use ../../references/frontend-prompts.md for concrete prompt shapes.

Motion Rules

  • Prefer a few meaningful transitions over constant micro-animation.
  • Reserve strong motion for state change, reward, danger, and onboarding.
  • Respect reduced-motion settings for non-essential animation.
  • Keep 3D HUD motion from competing with camera motion.

What Good Looks Like

  • HUD elements are legible without flattening the scene.
  • Menus feel native to the game world, not like a SaaS admin panel.
  • Layout adapts cleanly across breakpoints.
  • Pointer, keyboard, and game-state feedback are obvious.
  • In 3D games, menu and HUD states do not fight camera control or pointer-lock.
  • In 3D games, the first playable view keeps most of the viewport available for movement, aiming, and spatial reading.
  • Persistent information density is low enough that screenshots still read as game scenes, not UI comps.

Anti-Patterns

  • Generic app dashboard layouts
  • Flat placeholder styling with no theme
  • Default font stacks without intent
  • Dense overlays that obscure the playfield
  • Large title cards or multi-paragraph notes sitting over a live playable scene
  • Equal-weight boxed panels distributed around every edge of the viewport
  • Controls, objectives, notes, and lore all expanded at once on first load
  • Full-width top-and-bottom chrome with large always-on center or body panels in 3D play
  • Excessive motion on every element
  • Canvas-only UI when DOM would be clearer and cheaper
  • Forcing HUD controls into the 3D scene when standard DOM would be clearer
  • Letting camera input remain active under modals or inventory panels

References

  • Shared architecture: ../web-game-foundations/SKILL.md
  • Prompt recipes: ../../references/frontend-prompts.md
  • Low-chrome 3D layout patterns: ../../references/three-hud-layout-patterns.md
  • React-hosted 3D UI context: ../react-three-fiber-game/SKILL.md
  • Playtest review: ../../references/playtest-checklist.md

Related skills

FAQ

What does game-ui-frontend do?

game-ui-frontend designs readable game HUDs and menus for browser titles.

When should I use game-ui-frontend?

User asks for game HUD, menu, overlay, or responsive play UI.

Is this skill safe to install?

Review the Security Audits panel on this page before installing in production.

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