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
- Define Variables: Create a
Theme.uss file with the generated colors and metrics.
- Create Assets: Import fonts and create TextMeshPro/UI Toolkit font assets.
- 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
1---2name: ui-ux-pro-theory3description: 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).4---56# UI/UX Pro - Design Theory & Intelligence78Comprehensive 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**.910## When to Apply1112- **Color Harmony:** Choosing palettes for factions, biomes, or UI themes.13- **Typography:** Selecting font pairings for readability and style.14- **UX Patterns:** Designing intuitive menus, HUDs, and inventory systems.15- **Visual Style:** Defining "Scavenger", "Gritty Tech", or "Golden Sands" aesthetics.16- **Accessibility:** Ensuring game UI is readable and usable by all players.1718## 🏜️ Ohm-Yura: Scavenger Aesthetic (PRIMARY)1920This project REJECTS generic "clean sci-fi" or "neon cyberpunk" looks. All UI developed using this skill MUST adhere to the following:2122### 1. Color Palette: "Golden Sands & Muted Teals"23- **Primary (Sands):** `#D4AF37` (Dull gold), `#C2B280` (Sand), `#8B4513` (Saddle Brown).24- **Secondary (Teals):** `#2F4F4F` (Dark Slate Gray), `#008080` (Teal), `#20B2AA` (Light Sea Green).25- **Accents (Rust/Heat):** `#B22222` (Firebrick), `#FF4500` (Orange Red - used sparingly for heat/energy).26- **Backgrounds:** Off-blacks, dark leathery browns, or oxidized metal shades.2728### 2. Shape Language: "Bolted & Notched"29- **NO Perfect Rectangles:** Avoid 4-point boxes. Use `clip-path` or notched corners (45-degree cuts).30- **Layering:** UI should look like "Plates" bolted together. Use thick borders (2px+) with gaps to simulate assembly.31- **Asymmetry:** Slight offsets or "tacked-on" elements (like a small status light on one corner) increase the scavenger feel.3233### 3. Texture & Material34- **Grit:** Favor gradients with noise or subtle rust textures over flat colors.35- **Bevels:** Use subtle inner shadows to give UI elements thickness (like metal plates).36- **Glass:** Use "Scratched Glass" effects if using transparency—never perfectly clean blur.3738## Rule Categories by Priority3940| Priority | Category | Impact | Game Context |41|----------|----------|--------|--------------|42| 1 | Readability & Contrast | CRITICAL | `Text`, `Icons` |43| 2 | Feedback & State | CRITICAL | `Buttons`, `Slots` |44| 3 | Consistency | HIGH | `Theme`, `Layout` |45| 4 | Layout & Hierarchy | HIGH | `Screens`, `HUD` |46| 5 | Shape & Texture | HIGH | `Notches`, `Grit` |47| 6 | Animation & Feel | MEDIUM | `Juice`, `Tweening` |4849## Quick Reference: Unity Translation5051| Web Concent | Unity Equivalent | Notes |52|-------------|------------------|-------|53| `rem` / `em` | `px` / `%` | Unity prefers explicit pixels or percentages. |54| `Flexbox` | `Flexbox` | UI Toolkit uses standard Flexbox. |55| `z-index` | `Sort Order` | Use `BringingToFront()` or hierarchy order. |56| `hover` | `PointerEnter` | Requires `EventSystem` or `Manipulator`. |57| `focus` | `Selection` | Critical for Gamepad/Keyboard navigation. |5859## How to Use This Skill6061### Step 1: Generate Design System (Theory)6263Use the CLI to generate a coherent design language for your game or interface.64**Ignore web-specific output code; focus on the Hex Codes, Font Names, and Spacing Rules.**6566```bash67python3 .claude/skills/ui-ux-pro-max/scripts/search.py "<theme> <genre> <mood>" --design-system68```6970**Example:**71```bash72# Sci-Fi Survival HUD73python3 .claude/skills/ui-ux-pro-max/scripts/search.py "sci-fi survival dark holographic" --design-system -p "Ohm-Yura HUD"74```7576**Output Interpretation:**77- **Colors:** Use these Hex codes in your `ScriptableObjects` or USS variables.78- **Typography:** Map "Header" to your primary game font, "Body" to secondary.79- **Spacing:** Use the relative scale (e.g., 4px, 8px, 16px) for padding/margins.8081### Step 2: Search Specific Domains8283Refine specific aspects of your design.8485```bash86python3 .claude/skills/ui-ux-pro-max/scripts/search.py "<query>" --domain <domain>87```8889| Domain | Use For | Example Keywords |90|--------|---------|------------------|91| `color` | Faction/Biome palettes | "toxic wasteland", "imperial gold", "cyber neon" |92| `typography` | Font discovery | "retro pixel", "clean sans", "gothic serif" |93| `ux` | Interaction rules | "inventory grid", "health bar", "tooltip" |94| `style` | Visual aesthetic | "glassmorphism", "neu-brutalism", "skeuomorphic" |9596### Step 3: Implement in Unity97981. **Define Variables:** Create a `Theme.uss` file with the generated colors and metrics.992. **Create Assets:** Import fonts and create TextMeshPro/UI Toolkit font assets.1003. **Apply Logic:** Use the `ux` domain rules to guide your C# interaction logic (e.g., "Tooltips should appear after 0.5s hover").101102## Common Game UI Patterns103104### 1. HUD (Heads-Up Display)105- **Vitality:** Health/Ammo must be peripheral but legible.106- **Feedback:** Damage numbers and hit markers require high contrast.107- **Safe Area:** Keep critical UI within the 90% center box (TV safe area).108109### 2. Menus & Inventory110- **Navigation:** Support generic input (Mouse, Keyboard, Controller) -> *Focus State is Key*.111- **Grids:** Use consistent spacing (e.g., 8px gaps) generated from the design system.112- **Tooltips:** unexpected obstructions; ensure z-ordering is correct.113114### 3. World Space UI115- **Scale:** Distance-based scaling is crucial.116- **Occlusion:** Decide if UI renders on top or is occluded by geometry.117118## Visual Quality Checklist119120- [ ] **Scavenger Check:** No perfect rectangles or generic neon glows?121- [ ] **Palette Sync:** Using Golden Sands/Muted Teals?122- [ ] **Contrast:** Text vs Background meets 4.5:1 ratio.123- [ ] **Feedback:** Every interaction (Click, Hover) provides visual/audio response.124- [ ] **Consistency:** All buttons share the same base style/prefab.125- [ ] **Typography:** Hierarchy is clear (Header > Subheader > Body).126- [ ] **No "Programmer Art":** Use the defined project palette.