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Roblox ui design

Skill TabooHarmony/roblox-brain/skills/roblox-ui-design

Roblox UI design with simulator default and existing-style inheritance. Use with `roblox-gui`.From its SKILL.md

Install
npx -y skills add TabooHarmony/roblox-brain --skill roblox-ui-design

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 18 stars18 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.

SKILL.md

2.9 KB, 572 tokens by cl100k_base, as published. Nobody here has run it

Roblox UI Visual Design

When to Load

Load for Roblox UI design/review. No style source: use the simulator default. Existing UI/reference: preserve its style while applying these rules. Load roblox-gui for mechanics.

Quick Reference

Style

Existing UI/reference > explicit art direction > default.

For existing style, inspect surfaces, fonts, borders, depth, icons, spacing, and action colors. Reuse those tokens. Borrow style, not broken geometry. Do not import conflicting simulator conventions.

Core Principles

  • Topology: choose composition from the job: single-focus, collection, compare, HUD, list, or another justified shape. Do not force every task into one modal.
  • Hierarchy: one focal object, state, or action gets the strongest contrast and scale. Quiet secondary content.
  • Flow: each repeated flow has one owner: UIListLayout, UIGridLayout, or shared-column math. Do not mix layout objects with guessed offsets.
  • Density: size the complete panel around useful content. Do not stretch shells or add metadata to fill space.
  • Bounds: sum widths, gaps, padding, borders, and minimums. Keep content, strokes, and backings inside parents.
  • Alignment: use shared layouts, fixed icon slots, and matching anchors. Do not independently offset paired icons and labels.
  • State: active, available, locked, completed, and disabled states need structural/textual differences. Color is not the only signal.
  • Verification: inspect the target viewport for clipping, overflow, dead space, type, and hierarchy. A valid tree is not proof of good composition.

Default

Default: bold, layered, toy-like UI over 3D gameplay.

  • Base: charcoal/warm brown. Green = claim/buy; red = danger/close; yellow = premium; blue = navigation/currency; purple = rare.
  • Display: FredokaOne (cute) or Oswald (action); body: BuilderSans.
  • Display type covers titles, section labels, item names, and key stats. Secondary values stay clean and smaller. Outline title and primary CTA only.
  • Use one neutral outline per surface. Backings share the radius or stay inset. Put color in fills, active insets, or small cues, not every perimeter.
  • Content cards need a centered focal icon/art placeholder. Do not leave item grids blank.

Anti-Patterns

Oversized shells, wide panels around narrow stacks, fixed offsets in auto-sized flows, drifting actions, colored outlines on every card, blank item boxes, independent icon/label offsets, or simulator styling pasted over an existing identity.

Full specs and QA checklist: references/full.md

What ships with it: 1 file

25.7 KB alongside SKILL.md

references/

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