# Game UI Icons

> Deep guide for game UI assets: buttons with interaction states, panels, bars, wordmark logos, and icon sets. Use whenever generating game UI elements, HUD assets, inventory icons, icon sets, buttons, or title logos. Complements game-asset-core.

- Skill: `deedlefake/game-ui-icons` (Agent Skill)
- Install (CLI): `npx skillmds@latest add deedlefake/game-ui-icons`
- Raw SKILL.md: https://api.skillmd.com/api/skills/deedlefake/game-ui-icons/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: deedlefake (https://skillmd.com/u/deedlefake)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/deedlefake/game-ui-icons

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# Game UI & Icons

UI is a SYSTEM: the set matters more than any piece.
Users state WHAT they need, not how — apply everything here even when
the request never mentions it.


## 1. Interaction states (normal/hover/pressed)

- Generate NORMAL first; hover and pressed are `image_edit`s of it with an
  explicit freeze-list: "same shape, same size, same ornament, same frame
  thickness, same background — change ONLY <state treatment>".
- Standard treatments: hover = subtle outer glow / slight brighten;
  pressed = darker + inset/inner shadow. States must be distinguishable at
  a glance AND identical in geometry — overlay-compare: outlines should
  coincide, frame thickness included.

## 2. Icon sets

- One style contract for the whole set, decided before generating: same
  stroke weight, same fill treatment (all outlined OR all solid — never
  mixed), same palette family, same padding, same background, same visual
  weight. Verify the set side by side; one icon with a different treatment
  (e.g. sitting in a filled tile while others float) fails the SET even if
  it's individually fine.
- Generate icon 1, then edit-chain the rest from it to inherit the
  contract.
- Each icon must read at 32px: squint-test the thumbnail.

## 3. Panels, bars, wordmarks

- Panels/dialogs: blank, text-ready, borders that survive 9-slicing
  (uniform edges, ornament concentrated in corners).
- Bars: clear frame vs fill separation; fill design must work at any
  percentage.
- Wordmark logos: image models garble text — generate, then READ THE TEXT
  BACK letter by letter; any wrong/merged/extra letter = retry. Deliver as
  an isolated asset on flat/keyable background, not a full scene, unless a
  title SCREEN is requested.

## 4. No text anywhere else

Buttons, panels, icons: no lettering unless explicitly requested — models
garble it and engines localize it.

