Roblox ui design
Roblox UI design with simulator default and existing-style inheritance. Use with `roblox-gui`.From its SKILL.md
npx -y skills add TabooHarmony/roblox-brain --skill roblox-ui-designAssembled 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) orOswald(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/
- full.md25.7 KB