game-ui-design
Audited by Runlayer on Feb 21, 2026
Malicious tool definition detected
Tool: SKILL.md Description: --- name: game-ui-design description: World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response.
Malicious tool definition detected
Tool: references/patterns.md [1/3] Description: # Game UI Design ## Patterns --- #### **Name** Diegetic UI Integration #### **Description** Embed UI elements within the game world for maximum immersion #### **When** Designing UI for immersive experiences where breaking the fourth wall hurts engagement #### **Example** Diegetic UI examples: - Health shown on character's back display (Dead Space) - Ammo counter on the weapon itself (Halo) - Map as physical object character holds (Far Cry 2) - Ques
Tool: references/patterns.md [2/3] Description: 2. Layout: ┌─────────────────┐ │ N │ │ ┌─────┐ │ │ W │ │ E │ 8-way radial │ └─────┘ │ Stick direction = selection │ S │ └─────────────────┘ 3.
Tool: references/patterns.md [3/3] Description: for them.
Malicious tool definition detected
Tool: references/sharp_edges.md [1/4] Description: # Game Ui Design - Sharp Edges ## Safe Zone Violation ### **Id** safe-zone-violation ### **Summary** Critical UI elements placed outside TV safe zones ### **Severity** critical ### **Situation** Health bar in corner gets cut off on TVs. Ammo counter invisible on some displays. Quest text runs off screen edge.
Tool: references/sharp_edges.md [2/4] Description: I'm on PlayStation - Prompts show keyboard when using controller - Tutorial impossible to follow - Prompts don't update when switching input ### **Detection Pattern** "Press A"|"Press X"|"Press \[A\]" ## Colorblind Failure ### **Id** colorblind-failure ### **Summary** Critical information conveyed only through color ### **Severity** critical ### **Situation** Enemy health bars red, friendly bars green - colorblind players can't distinguish. Rari
Tool: references/sharp_edges.md [3/4] Description: MonoBehaviour { public void OnValidate() { GetComponent<Image>().alphaHitTestMinimumThreshold = 0f; // Expand RectTransform beyond visible content } } 6. Test protocol: - Test with thumb, not stylus/mouse - Test in motion (simulated gameplay) - Test one-handed (portrait mobile) - Test with controller only ### **Symptoms** - Misclicks and wrong selections - Buttons too small - Controller navigation feels imprecise - Mobile players struggle ### **
Tool: references/sharp_edges.md [4/4] Description: it as "quick quit" 6.
Malicious tool definition detected
Tool: references/validations.md [1/2] Description: # Game Ui Design - Validations ## Hardcoded Screen Position ### **Id** hardcoded-screen-position ### **Severity** error ### **Type** regex ### **Pattern** position:\s*(absolute|fixed)[^}]*(left|right|top|bottom):\s*0(px)?[^}]*(left|right|top|bottom):\s*0(px)? ### **Message** UI element positioned at exact screen corner.
Tool: references/validations.md [2/2] Description: have proper scaling for different resolutions.