Threejs Game Ui Designer

by majidmanzarpour8286774b22a2No license2.4K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 10 days ago

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.

AI-generated overview

Designs Three.js game UI such as HUDs, menus, overlays and touch controls for readability and responsiveness.

What it does
Guides an agent through designing and refining Three.js game interfaces: HUDs, menus, overlays, pause, win/lose and settings screens, icon controls and touch UI. It covers hierarchy, required UI states, safe areas, text fit, responsive layout and UI-to-game-state wiring, and produces a report of intent, states covered, files changed, viewport screenshots and remaining risks. It is an instructions-only skill with a reference document on UI patterns.
When to use it
Use it when building or fixing the interface layer of a Three.js game, whether a narrow HUD fix or a full UI pass. It fits work on menus, overlays, touch controls, typography and responsive layout across desktop and mobile viewports.
Requirements
No scripts; instructions plus a reference file. Screenshots of desktop and mobile views are used in the workflow, and optional companion skills are named for image or 3D asset generation.

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.

Source and attribution

Source:majidmanzarpour/threejs-game-skillsinskills/threejs-game-ui-designerat commit8286774

License: No license

Content belongs to its original authors. SourceWeft indexes it from a public repository.

Report or request removal

Threejs Game Ui Designer Agent Skill | SourceWeft