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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.

64

Quality

76%

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tessl review fix ./skills/threejs-game-ui-designer/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

86%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A tightly written, well-structured skill body: lean prose, a concrete sequenced workflow with a verification step, and exemplary progressive disclosure through one clearly-signaled reference file. The main gap is the absence of an explicit fix-and-recheck feedback loop after the step-7 validation pass.

DimensionReasoningScore

Conciseness

The ~30-line body is lean with no padding and no explanations of concepts Claude already knows — every sentence (e.g., 'Make game UI intentional, readable, responsive, and specific to the genre.') carries new guidance. It assumes competence and defers detail to the reference.

5 / 5

Actionability

The workflow gives concrete, enumerated guidance ('Inventory the UI states: gameplay, pause, settings, fail and retry, win or milestone, loading, touch controls'; 'survival and status, then objective, then feedback, then flavor') and points to a detailed reference file. It stays one notch below fully executable because steps like 'Use stable dimensions, safe-area padding, text-fit constraints' are directional rather than copy-paste concrete, with the specifics living in the reference.

4 / 5

Workflow Clarity

A clear 7-step sequence exists with capture (step 1) and a real verification checkpoint (step 7: 'text fit and overlap with the longest likely values, safe areas, touch targets, and real state changes on both viewports'). It lacks an explicit fix-and-revalidate feedback loop for failures found in step 7, so it does not reach anchor 5.

4 / 5

Progressive Disclosure

The body is a true overview: a single one-level-deep reference (references/ui-patterns.md) that exists and contains the promised detail, clearly signaled with when to read it ('Read it before designing HUDs, menus, overlays, touch controls, or responsive layout'), plus scope guidance for the two generator skills. Navigation is easy and nothing is buried.

5 / 5

Total

18

/

20

Passed

Description

66%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A specific, niche-pinned description with strong natural trigger terms and comprehensive coverage of game-UI deliverables, all in the required third-person voice. Its one real weakness is the missing 'Use when...' trigger clause, which caps completeness and leaves invocation conditions implicit.

Suggestions

Append an explicit trigger clause, e.g., 'Use when the user asks for game UI, HUDs, menus, pause or win/lose screens, or mobile/touch controls in a Three.js game.'

Add commonly-said trigger terms users would naturally use, such as 'health bar', 'game menu', 'mobile controls', and 'game HUD'.

Consider expressing 1-2 more distinct actions (e.g., 'audit existing UI states' or 'wire UI to game state') rather than relying on the single verb 'Design'.

DimensionReasoningScore

Specificity

'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' lists many concrete deliverables, but it rests on a single action verb ('Design') rather than multiple distinct actions. This fits anchor 4 ('several specific actions; minor gaps') better than anchor 5, which expects multiple concrete action verbs with comprehensive coverage.

4 / 5

Completeness

The 'what' is explicit and detailed (designing HUDs, menus, overlays, screens, settings, and touch UI), but there is no 'Use when...' clause or equivalent explicit trigger guidance for when Claude should invoke the skill. Per the rubric guideline, a missing explicit trigger clause caps completeness at 3.

3 / 5

Trigger Term Quality

Good natural keyword coverage — 'HUDs', 'pause/win/lose screens', 'settings', 'touch UI', 'safe areas', 'Three.js game UI' are phrases users would actually say. A few common natural terms are missing (e.g., 'health bar', 'game menu', 'mobile controls'), which keeps it at anchor 4 rather than 5.

4 / 5

Distinctiveness Conflict Risk

'Design premium Three.js game UI' pins a clear niche with distinct triggers (HUDs, pause/win/lose screens, diegetic concepts), but the generic tail terms 'typography' and 'responsive layout' create minor overlap risk with general web/UI-design skills, matching anchor 4 rather than 5.

4 / 5

Total

15

/

20

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
majidmanzarpour/threejs-game-skills
Reviewed

Table of Contents

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