인터페이스는 현지화되어 있으며, Skill 소개와 설명 문서는 선택한 언어로 AI가 자동 번역합니다. 코드·명령어·경로·전문 용어는 원문을 유지하며 원작자 문서가 우선합니다.
Skills 둘러보기
디자인 및 창작 · SKILL.md

threejs-game-ui-designer

threejs-game-ui-designer

Design premium Three.js game UI: HUDs, menus, overlays, pause/win/lose screens, settings, icon controls, touch UI, typography, responsive layout, safe areas, text fit, and UI/world cohesion.

Independent GitHub snapshot · Automated classification · Original documentation governs

Skill 문서

GitHub

name: threejs-game-ui-designer description: "Design premium Three.js game UI: HUDs, menus, overlays, pause/win/lose screens, settings, icon controls, touch UI, typography, responsive layout, safe areas, text fit, and UI/world cohesion."

Three.js Game UI Designer

Make game UI intentional, readable, responsive, and specific to the genre.

Preserve the user's requested scope and style. For a narrow HUD fix, retain the existing design and check the changed state and target viewports. For a complete UI pass, use the full workflow below. Mobile input is required when mobile is a target, not because a desktop-only game has UI.

Reference

references/ui-patterns.md — hierarchy and required states, HUD zones, menus, touch controls, responsive constraints, style cohesion, and state wiring. Read it before designing HUDs, menus, overlays, touch controls, or responsive layout.

Load threejs-image-generator when logos, icons, GUI art, faction marks, menu backgrounds, or 2D HUD assets would raise the quality. threejs-3d-generator only for genuine 3D menu objects and diegetic props, not flat HUD elements.

Workflow

  1. Capture desktop and mobile screenshots of what exists.
  2. Inventory the UI states: gameplay, pause, settings, fail and retry, win or milestone, loading, touch controls.
  3. Set the hierarchy: survival and status, then objective, then feedback, then flavor.
  4. Replace utility stat cards with authored clusters, meters, badges, icons, alerts, and modal states.
  5. Use stable dimensions, safe-area padding, text-fit constraints, and hover/pressed/focus/disabled states.
  6. Wire UI to game state rather than duplicating game rules inside UI code.
  7. Check text fit and overlap with the longest likely values, safe areas, touch targets, and real state changes on both viewports.

What goes wrong

A generic dashboard of stat cards · UI covering the player, threats, or the next decision · text that shifts and clips on mobile · decorative panels that reduce readability · touch controls that look right but emit no intents.

Report

UI intent and states covered, files changed, target-viewport screenshots, text-fit and overlap findings, safe-area and touch-target evidence where applicable, and remaining risks. Feed these results into the lead's consolidated pass rather than rerunning unchanged game-wide checks.

저장한 Skills