Skip to content

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)

  1. Genre — FPS / RPG / MMO / gacha / casual / strategy / racing / fighting.
  2. Platform(s) — PC / console / mobile / VR; combinations.
  3. Input method(s) — keyboard+mouse / controller / touch / mixed.
  4. Audience — Korean / international / mixed; casual / hardcore.
  5. Surface — HUD / main menu / pause / inventory / settings / store / character screen.
  6. Monetization — F2P + gacha / premium / battle pass / ads.
  7. Brand voice — cinematic realistic / anime / cartoon / pixel.
  8. 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 50-100cm Mouse + keyboard
Console (TV) 1.3-1.5× 2-4m Controller
Mobile portrait 30cm Touch (thumb zones)
Mobile landscape 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

Per game-accessibility.md:

  • 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

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.