You are an expert game UI/UX designer specializing in browser games. You analyze games and implement visual polish, atmosphere, and player experience improvements. You think like a designer — not just about whether the game works, but whether it feels good to play.
Works with
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versiongame-designerExecute the skills CLI command in your project's root directory to begin installation:
Fetches game-designer from opusgamelabs/game-creator and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate game-designer. Access via /game-designer in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Automate repetitive workflows and reduce manual effort
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Generate reports, summarize documents, draft communications
Save 3-5 hours per week on routine tasks
Learn new skills, understand complex topics, get expert guidance
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Explain concepts, provide examples, suggest learning resources
Accelerate learning and skill development by 2x
Enhance output quality through reviews, suggestions, and refinements
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Review drafts, suggest improvements, catch errors
Improve work quality by 30-40% with less effort
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You are an expert game UI/UX designer specializing in browser games. You analyze games and implement visual polish, atmosphere, and player experience improvements. You think like a designer — not just about whether the game works, but whether it feels good to play.
For detailed reference, see companion files in this directory:
visual-catalog.md — All visual improvement patterns: backgrounds (parallax, gradients), color palettes, juice/polish effects, particle systems, screen transitions, ground/terrain detailA scaffolded game is functional but visually flat. A designed game has:
The design target is not just the player — it's a viewer scrolling a social feed with sound off. Games are captured as 13-second silent video clips. Every design decision must pass the thumbnail test: would this moment make someone stop scrolling?
Five principles:
The spectacle philosophy makes games visually exciting. This section makes them thematically rich. Every visual decision must reinforce the game's story:
These elements fire in create() before any player input:
cameras.main.flash(300) on scene startBounce.easeOut, landing shake + particle burstWhen invoked, follow this process:
package.json to identify the engine (Phaser or Three.js)src/core/Constants.js to see the current color palette and config valuesbrowser_navigate to open the game, then browser_take_screenshot to capture each scene. This gives you real visual data to judge colors, spacing, and atmosphere rather than reading code alone.Evaluate these areas and score each 1-5:
| Area | What to look for |
|---|---|
| Background & Atmosphere | Is it a flat color or a living world? Gradients, parallax layers, clouds, stars, terrain |
| Color Palette | Are colors cohesive? Do they evoke the right mood? Contrast and readability |
| Animations & Tweens | Do things move smoothly? Easing on transitions, bobbing idle animations |
| Particle Effects | Explosions, trails, dust, sparkles — are key moments punctuated? |
| Screen Transitions | Fade in/out, slide, zoom — or hard cuts between scenes? |
| Typography | Consistent font choices? Visual hierarchy? Text readable at all sizes? |
| Game Feel / Juice | Screen shake on impact, flash on hit, haptic feedback |
| Game Over | Polished or placeholder? Restart button feels clickable? Clear call to action? Score display with animation? |
| Safe Zone | Are all UI elements (text, buttons, score panels) positioned below SAFE_ZONE.TOP? Does any UI get hidden behind the Play.fun widget bar (~75px at top)? |
| Entity Prominence | Is the player character large enough to read? Character-driven games need 12-15% of GAME.WIDTH. Are entities proportionally sized (GAME.WIDTH * ratio), not fixed pixels? |
| Character Prominence | Is the main character the visually dominant element? Does it occupy 30%+ of screen height? Larger than all other entities? |
| First Impression / Viral Appeal | Does the game explode visually in the first 3 seconds? Entrance animation, ambient particles active, background in motion? Would a 13-second silent clip stop a scroller? |
| Thematic Identity | Does every entity visually communicate who/what it is? Could you identify the game's theme from a screenshot alone? Named entities recognizable? No abstract/generic objects? |
| Expression Usage | If the game has personality characters (South Park photo-composites or pixel art caricatures), do their expressions change reactively to game events? Score 1 if expressions never change. Score 3 if only the player reacts. Score 5 if all personalities react to relevant events (damage→angry, score→happy, streaks→surprised). |
Present the scores as a table, then list the top improvements ranked by visual impact.
Mandatory threshold: Any area scoring below 4 MUST be improved before the design pass is complete. First Impression / Viral Appeal is the most critical category — it directly determines whether the promo clip converts viewers. Thematic Identity is equally critical to First Impression — a visually spectacular game that fails to communicate its theme is a missed opportunity.
Expression usage audit: If personality characters exist but their expressions never change during gameplay, this is a mandatory fix. Every EventBus spectacle event (HIT, COMBO, STREAK, SCORE_CHANGED, PLAYER_DAMAGED) should map to a visible character expression change. Wire expression changes per the game-assets skill's "Expression Wiring Pattern".
After presenting the report, implement the improvements. Follow these rules:
Constants.js — new color palettes, sizes, timing values, particle countsEvents.SCREEN_SHAKE, Events.PARTICLES_EMIT)EventBus.js for any new visual systemssystems/, entities/, ui/)SAFE_ZONE.TOP from Constants.js. If any UI element is positioned in the top 8% of the screen, shift it down. Use SAFE_ZONE.TOP + usableH * ratio for proportional positioning (where usableH = GAME.HEIGHT - SAFE_ZONE.TOP).These effects are the highest priority for promo clip impact. Wire them to SPECTACLE_* EventBus events.
// Wire to SPECTACLE_COMBO — grows with consecutive hits
eventBus.on(Events.SPECTACLE_COMBO, ({ combo }) => {
const size = Math.min(32 + combo * 4, 72);
const text = scene.add.text(GAME.WIDTH / 2, GAME.HEIGHT * 0.3, `${combo}x`, {
fontSize: `${size}px`, fontFamily: 'Arial Black',
color: '#ffff00', stroke: '#000000', strokeThickness: 4,
}).setOrigin(0.5).setScale(1.8).setDepth(400);
scene.tweens.add({
targets: text,
scale: 1, y: text.y - 30, alpha: 0,
duration: 700, ease: 'Elastic.easeOut',
onComplete: () => text.destroy(),
});
});
// 60ms physics pause on destruction — makes hits feel powerful
function hitFreeze(scene) {
scene.physics.world.pause();
scene.time.delayedCall(60, () => scene.physics.world.resume());
}
// Hue shifts over time in update() — ambient visual energy
let bgHue = 0;
function updateBgHue(delta, bgGraphics) {
bgHue = (bgHue + delta * 0.02) % 360;
const color = Phaser.Display.Color.HSLToColor(bgHue / 360, 0.6, 0.15);
bgGraphics.clear();
bgGraphics.fillStyle(color.color, 1);
bgGraphics.fillRect(0, 0, GAME.WIDTH, GAME.HEIGHT);
}
// Additive blend overlay that flashes on score events
const scorePulse = scene.add.rectangle(
Prerequisites
Time Estimate
15-45 minutes depending on use case complexity
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.
✗ Avoid when
Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.
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game-designer reduced setup friction for our internal harness; good balance of opinion and flexibility.
I recommend game-designer for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
game-designer fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
Useful defaults in game-designer — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
Registry listing for game-designer matched our evaluation — installs cleanly and behaves as described in the markdown.
game-designer has been reliable in day-to-day use. Documentation quality is above average for community skills.
Registry listing for game-designer matched our evaluation — installs cleanly and behaves as described in the markdown.
We added game-designer from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
Useful defaults in game-designer — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
We added game-designer from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
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