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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.

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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