Игровые ассеты
game-ui-icons
Game UI kits и иконки
.grok/skills/game-ui-icons/SKILL.mdКратко (RU)
Кнопки со states, панели, bars, wordmark, icon sets. UI как система: согласованный набор важнее одиночного ассета.
Full skill content
Original English markdown — rendered or raw source.
.grok/skills/game-ui-icons/SKILL.md2,223 charsFrontmatter (YAML)
name: game-ui-icons description: > 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. metadata: short-description: "Game UI kits and icon sets"
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_edits 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.