Threejs game ui designer
Skill Oliyflemishspeaking560/threejs-game-skills/skills/threejs-game-ui-designer
Build browser games with automated Three.js skills for Codex and Claude Code to manage graphics, logic, assets, and builds.
npx -y skills add Oliyflemishspeaking560/threejs-game-skills --skill threejs-game-ui-designerAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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- 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
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Design 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.
SKILL.md
2.4 KB, as published. Nobody here has run it
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.
- Capture/inspect desktop and mobile screenshots.
- Inventory UI states: gameplay, pause, settings, fail/retry, win/milestone, loading, touch controls.
- Define hierarchy: survival/status, objective, feedback, flavor.
- Replace utility stat cards with authored clusters, meters, badges, icons, alerts, and modal states.
- Use stable dimensions, safe-area padding, text-fit constraints, hover/pressed/focus/disabled states.
- Wire UI to game state, not duplicated rules.
- 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.