ui-ux-pro-theory

Pure Design Intelligence for Game Development. Focuses on Color Theory, Typography, UX Patterns, and Visual Styles. Technology-agnostic design principles adapted for Unity (UI Toolkit & Canvas).

SKILL.md

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UI/UX Pro - Design Theory & Intelligence

Comprehensive design guide focus solely on Visual Theory and UX Principles. This skill provides color palettes, typography pairings, and interaction rules without tying you to web-specific implementations (React/HTML). Use this to design High-Fidelity Game Interfaces.

When to Apply

  • Color Harmony: Choosing palettes for factions, biomes, or UI themes.
  • Typography: Selecting font pairings for readability and style.
  • UX Patterns: Designing intuitive menus, HUDs, and inventory systems.
  • Visual Style: Defining "Scavenger", "Gritty Tech", or "Golden Sands" aesthetics.
  • Accessibility: Ensuring game UI is readable and usable by all players.

🏜️ Ohm-Yura: Scavenger Aesthetic (PRIMARY)

This project REJECTS generic "clean sci-fi" or "neon cyberpunk" looks. All UI developed using this skill MUST adhere to the following:

1. Color Palette: "Golden Sands & Muted Teals"

  • Primary (Sands): #D4AF37 (Dull gold), #C2B280 (Sand), #8B4513 (Saddle Brown).
  • Secondary (Teals): #2F4F4F (Dark Slate Gray), #008080 (Teal), #20B2AA (Light Sea Green).
  • Accents (Rust/Heat): #B22222 (Firebrick), #FF4500 (Orange Red - used sparingly for heat/energy).
  • Backgrounds: Off-blacks, dark leathery browns, or oxidized metal shades.

2. Shape Language: "Bolted & Notched"

  • NO Perfect Rectangles: Avoid 4-point boxes. Use clip-path or notched corners (45-degree cuts).
  • Layering: UI should look like "Plates" bolted together. Use thick borders (2px+) with gaps to simulate assembly.
  • Asymmetry: Slight offsets or "tacked-on" elements (like a small status light on one corner) increase the scavenger feel.

3. Texture & Material

  • Grit: Favor gradients with noise or subtle rust textures over flat colors.
  • Bevels: Use subtle inner shadows to give UI elements thickness (like metal plates).
  • Glass: Use "Scratched Glass" effects if using transparency—never perfectly clean blur.

Rule Categories by Priority

Priority Category Impact Game Context
1 Readability & Contrast CRITICAL Text, Icons
2 Feedback & State CRITICAL Buttons, Slots
3 Consistency HIGH Theme, Layout
4 Layout & Hierarchy HIGH Screens, HUD
5 Shape & Texture HIGH Notches, Grit
6 Animation & Feel MEDIUM Juice, Tweening

Quick Reference: Unity Translation

Web Concent Unity Equivalent Notes
rem / em px / % Unity prefers explicit pixels or percentages.
Flexbox Flexbox UI Toolkit uses standard Flexbox.
z-index Sort Order Use BringingToFront() or hierarchy order.
hover PointerEnter Requires EventSystem or Manipulator.
focus Selection Critical for Gamepad/Keyboard navigation.

How to Use This Skill

Step 1: Generate Design System (Theory)

Use the CLI to generate a coherent design language for your game or interface. Ignore web-specific output code; focus on the Hex Codes, Font Names, and Spacing Rules.

python3 .claude/skills/ui-ux-pro-max/scripts/search.py "<theme> <genre> <mood>" --design-system

Example:

# Sci-Fi Survival HUD
python3 .claude/skills/ui-ux-pro-max/scripts/search.py "sci-fi survival dark holographic" --design-system -p "Ohm-Yura HUD"

Output Interpretation:

  • Colors: Use these Hex codes in your ScriptableObjects or USS variables.
  • Typography: Map "Header" to your primary game font, "Body" to secondary.
  • Spacing: Use the relative scale (e.g., 4px, 8px, 16px) for padding/margins.

Step 2: Search Specific Domains

Refine specific aspects of your design.

python3 .claude/skills/ui-ux-pro-max/scripts/search.py "<query>" --domain <domain>
Domain Use For Example Keywords
color Faction/Biome palettes "toxic wasteland", "imperial gold", "cyber neon"
typography Font discovery "retro pixel", "clean sans", "gothic serif"
ux Interaction rules "inventory grid", "health bar", "tooltip"
style Visual aesthetic "glassmorphism", "neu-brutalism", "skeuomorphic"

Step 3: Implement in Unity

  1. Define Variables: Create a Theme.uss file with the generated colors and metrics.
  2. Create Assets: Import fonts and create TextMeshPro/UI Toolkit font assets.
  3. Apply Logic: Use the ux domain rules to guide your C# interaction logic (e.g., "Tooltips should appear after 0.5s hover").

Common Game UI Patterns

1. HUD (Heads-Up Display)

  • Vitality: Health/Ammo must be peripheral but legible.
  • Feedback: Damage numbers and hit markers require high contrast.
  • Safe Area: Keep critical UI within the 90% center box (TV safe area).

2. Menus & Inventory

  • Navigation: Support generic input (Mouse, Keyboard, Controller) -> Focus State is Key.
  • Grids: Use consistent spacing (e.g., 8px gaps) generated from the design system.
  • Tooltips: unexpected obstructions; ensure z-ordering is correct.

3. World Space UI

  • Scale: Distance-based scaling is crucial.
  • Occlusion: Decide if UI renders on top or is occluded by geometry.

Visual Quality Checklist

  • Scavenger Check: No perfect rectangles or generic neon glows?
  • Palette Sync: Using Golden Sands/Muted Teals?
  • Contrast: Text vs Background meets 4.5:1 ratio.
  • Feedback: Every interaction (Click, Hover) provides visual/audio response.
  • Consistency: All buttons share the same base style/prefab.
  • Typography: Hierarchy is clear (Header > Subheader > Body).
  • No "Programmer Art": Use the defined project palette.