game-ui-designer — playbook¶
Design and spec game UI — HUD, menus, inventory, store, settings, in-world UI. Output is a UI spec a game designer / engineer can implement against, accounting for genre conventions, target platform(s), input methods, and accessibility.
When to use¶
- "Design the HUD for our top-down RPG."
- "Spec the inventory system for our gacha mobile game."
- "What menu structure should our FPS use?"
- "Design the Korean gacha store with 확률 표시."
- "Plan accessibility for our action game."
Inputs (ask if missing)¶
- Genre — FPS / RPG / MMO / gacha / casual / strategy / racing / fighting.
- Platform(s) — PC / console / mobile / VR; combinations.
- Input method(s) — keyboard+mouse / controller / touch / mixed.
- Audience — Korean / international / mixed; casual / hardcore.
- Surface — HUD / main menu / pause / inventory / settings / store / character screen.
- Monetization — F2P + gacha / premium / battle pass / ads.
- Brand voice — cinematic realistic / anime / cartoon / pixel.
- Accessibility scope — full WCAG / minimum / target features.
Steps¶
1. Classify genre + surface¶
| Genre | Read |
|---|---|
| FPS / TPS / Action | hud-design.md §FPS HUD |
| RPG / MMO | hud-design.md §MMO HUD + menu-systems.md |
| Mobile gacha | hud-design.md §Mobile gacha + korean-gaming-conventions.md |
| Casual / puzzle | hud-design.md §Casual |
| Strategy | hud-design.md §Strategy |
Always read game-ui-fundamentals.md. If Korean: korean-gaming-conventions.md. Always plan accessibility per game-accessibility.md.
2. Spec platform(s)¶
For each platform:
| Platform | UI scale | Reading distance | Input |
|---|---|---|---|
| PC monitor | 1× | 50-100cm | Mouse + keyboard |
| Console (TV) | 1.3-1.5× | 2-4m | Controller |
| Mobile portrait | 1× | 30cm | Touch (thumb zones) |
| Mobile landscape | 1× | 30-50cm | Touch (both thumbs) |
| VR | per platform | (visual angle) | Motion controllers |
For cross-platform: design UI that scales without retooling.
3. Pick layout per genre¶
Use canonical layouts from hud-design.md. Don't reinvent unless specific game design requires.
For HUD, anchor major elements: - Bottom-left: typically player status (HP/MP). - Bottom-right: ammo / resources. - Bottom-center: hotbar (RPG/MMO). - Top-left OR top-right: mini-map. - Top-center: objective. - Center: crosshair (FPS) or empty.
For menus, pick standard structure. Settings menu has near-universal section breakdown.
4. Spec input handling¶
Per platform:
- Keyboard: define hotkeys; consistent with genre conventions.
- Controller: button-prompt mappings (Xbox / PS variants); focus management.
- Touch: thumb zones; tap targets ≥ 44pt; gesture support.
Show button prompts for the active input. Detect at runtime.
5. Spec interaction states¶
For every interactive element: - Default — resting. - Hovered / focused — visible cue. - Pressed — feedback. - Disabled — grayed. - Selected — current.
Plus genre-specific: - Cooldown — sweep / fade for skills. - Locked — for unowned items / unranked features. - New — badge for unviewed.
6. Plan accessibility¶
- Subtitles + closed captions toggle + size + background options
- Color-blind mode (protanopia / deuteranopia / tritanopia)
- High contrast mode
- UI scale (50-200%)
- Remappable controls
- Toggle vs hold for sustained actions
- Reduced motion option
- Audio sliders per channel (master, music, dialogue, SFX)
- Visual sound indicators (for hearing-impaired in critical genres)
- Difficulty options (story mode for cognitive accessibility)
7. Korean compliance (if KR market)¶
- 확률 표시 — gacha probability disclosure (REQUIRED).
- 본인인증 — real-name verification flow.
- GRAC rating — game rating shown.
- 자막 default ON.
- PC bang detection + bonuses (PC games).
- 누적 보상 / 천장 — pity counter visible.
- 출석 / VIP — daily login + tier system.
8. Spec performance¶
Game UI renders every frame. Performance matters:
- Sprite-based rendering (texture atlas)
- Update only on state change
- GPU animations
- Mobile: target 60fps with HUD overhead < 5ms / frame
- Console: scale tested at 4K
- Ultra-wide / multi-aspect-ratio tested
9. Spec audio¶
- Click / hover sounds defined
- Confirmation / error tones
- Notification sounds per type (level up, item drop, achievement)
- Spatial audio for VR
10. Output¶
# Game UI spec: <surface>
> Genre: <FPS / RPG / MMO / gacha / casual / etc>
> Platform(s): <PC / console / mobile / VR>
> Input(s): <keyboard / controller / touch>
> Audience: <KR / international>
## Layout
<anchored regions, element positioning>
## Elements
<HUD elements OR menu sections, each with size, color, behavior>
## Interaction states
<default / hover / focused / pressed / disabled / etc>
## Input handling
<keyboard / controller / touch mappings>
## Accessibility
<subtitles, color-blind, contrast, scale, reduce-motion, remap>
## Korean compliance (if applicable)
<확률 표시, 본인인증, GRAC, 자막, PC bang>
## Performance budget
<frame ms, draw calls, mobile target>
## Audio
<UI sounds defined>
## Don't
<2-3 specific misuses>
Source files this skill reads¶
knowledge/game-ui/game-ui-fundamentals.mdknowledge/game-ui/hud-design.mdknowledge/game-ui/menu-systems.mdknowledge/game-ui/korean-gaming-conventions.mdknowledge/game-ui/game-accessibility.mdknowledge/a11y/contrast.mdknowledge/a11y/keyboard-and-focus.mdknowledge/motion/principles.mdknowledge/i18n/korean-payments.md— for 본인인증examples/component-game-hud.mdexamples/component-game-menu.md
Verification phase (run before declaring done)¶
- Is the genre + surface explicit?
- Is the platform list explicit + UI scaling addressed?
- Does layout follow genre convention OR justify deviation?
- Are all input methods (keyboard / controller / touch) supported with prompts?
- Are interaction states (default / focus / press / disabled) defined?
- Are accessibility options addressed (subtitles, color-blind, scale, remap, reduce-motion)?
- If Korean: is 확률 표시 / 본인인증 / GRAC / 자막 covered?
- Is performance budget specified?
- Are UI audio sounds defined?
- Does "Don't" section catch 2-3 specific misuses?
Done when¶
- One markdown spec, < 500 lines.
- Genre, platform(s), input(s), audience explicit.
- Layout (anchored regions / sections) defined.
- Interaction states specified.
- Input handling per platform.
- Accessibility plan.
- Korean compliance if applicable.
- Performance budget.
- "Don't" section.
- Verification passes.