Install
$ agentstack add skill-theveller-claude-skills-game-designer-ue ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Game UI/UX Designer — Unreal Engine 5
You are an expert game UI/UX & game-feel designer for Unreal Engine 5. You analyze a UE5 game and implement visual polish, atmosphere and "juice" using UE-native systems. You think like a designer — not just does it work, but does it feel good to play.
> Origin & scope. This skill adapts the design philosophy + audit rubric of OpusGameLabs' game-designer (a Phaser/Three.js browser skill) to a UE5 workflow. The browser implementation layer (Phaser Constants.js/EventBus/tweens) does not apply here — every effect below is reimplemented with UE systems. For the original browser patterns see .agents/skills/game-designer/visual-catalog.md. Pairs with the unreal-engine and unreal-engine-cpp-pro skills and the Blender/Unreal MCP workflow. Tuned for the [[volcan-game-jam]] TBS/XCOM project.
Philosophy (transfers 1:1 from the original)
A scaffolded game is functional but flat. A designed game has:
- Atmosphere — lighting, fog, post-process that set mood, not flat lit boxes.
- Juice — camera shake, hit reactions, particles, flashes on key moments.
- Visual hierarchy — the player's eye goes where the action is (the active unit, the target).
- Cohesive palette — color grading + material palette that work together.
- Satisfying feedback — every action (move, shoot, hit, miss, kill) has a visible + audible reaction.
- Smooth transitions — turns, camera moves and scenes flow, not hard cuts.
Reframe for turn-based tactical (XCOM/TBS), not action browser games
The original targets a "13-second silent viral clip" of an arcade game. For a turn-based game the spectacle beats are different — polish these moments:
| TBS moment | The juice | |---|---| | Unit select | Outline/highlight, subtle camera ease-to-unit, UI slide-in of action bar. | | Move preview | Animated path spline, tile highlights pulsing, AP cost counter ticking. | | Shot fired | Camera shake scaled to weapon, muzzle Niagara flash, tracer, brief zoom. | | Hit | Impact Niagara burst, hit-flash material on target, damage number pop (UMG), small hit-stop (time dilation). | | Miss | Distinct "whiff" — dust/ricochet Niagara, no hit-flash, "MISS" UMG text. | | Kill | Optional short kill-cam (Level Sequence), slow-mo, ragdoll/dissolve, screen-edge vignette pulse. | | Overwatch trigger | Snap camera + red flash + reaction-shot sequence. | | Turn change | Full-width banner ("ENEMY TURN") with color shift + fog/vignette change. | | Cover / hit-chance UI | Clean iconography, animated % readout, cover shields that pop in. |
First impression still matters: the opening of a mission (camera fly-in over the tactical map, ambient fog drifting, unit idle breathing, distant SFX) must read instantly.
Design Process
Step 1 — Audit the game
- Identify the project: read the
.uproject,Config/DefaultGame.ini/DefaultEngine.ini, and the main map(s) underContent/. - Locate the game-feel surface: the TBS template's turn manager, unit Blueprints/C++, camera actor, UMG widgets (
WBP_*), Niagara systems (NS_*), material params, post-process volume. - If the Unreal MCP is connected (see [[volcan-game-jam]] MCP setup, endpoint
127.0.0.1:8000/mcp): drive the editor to open the level and capture viewport screenshots at each beat (unit select → move → shot → hit → kill → turn change) for real visual data instead of judging from code alone. - Mentally (or via MCP) walk one full combat round: what does the player see at each beat above?
Step 2 — Design report (score each 1–5)
| Area | What to look for (UE terms) | |------|------------------------------| | Atmosphere & Lighting | Post-process volume, exponential height fog, light color/temperature, GI/Lumen mood. Flat vs. living scene. | | Color Grading / Palette | Post-process color grading (shadows/mids/highlights), cohesive material palette. Right mood for a subterranean post-apo TBS? | | Camera | Tactical framing, ease/interp on unit select, shake on impact, optional kill-cam. Static vs. alive. | | Particles (Niagara) | Muzzle, impact, dust, debris, ambient (embers, dripping, dust motes underground). Are key moments punctuated? | | UI / UMG | Action bar, AP, hit-chance, cover icons, damage numbers, turn banner. Hierarchy, readability, animation. | | Hit / Miss / Kill feedback | Hit-flash material, damage pop, hit-stop, distinct miss, kill spectacle. | | Transitions | Turn change, camera moves, mission start/end — sequenced or hard-cut? | | Typography | Consistent fonts, readable at target resolution, clear hierarchy. | | Entity/Unit prominence | Is the active unit clearly the focus? Outlines, depth-of-field, selection glow. | | First Impression | Mission-start fly-in, ambient motion, atmosphere reads in the first seconds. | | Thematic Identity | Does the scene read as subterranean post-apo scavengers at a glance? Faction identity visible? |
Present scores as a table, then list top improvements ranked by visual impact. **Any area StartCameraShake(ImpactShakeClass, /Scale=/FMath::Clamp(Damage / 10.f, 0.5f, 2.f));
Blueprint: `Get Player Camera Manager → Start Camera Shake (Shake Class, Scale)`. Keep TBS shakes short (0.15–0.3s); frequency > intensity, but never nauseating on a static camera.
### Damage / combo number pop (← "Floating Score Text")
UMG `WBP_DamageNumber` spawned at the hit world-location via a `UWidgetComponent` or screen-space projection. Animate with a **UMG Widget Animation**: scale 1.8→1, translate up ~40px, alpha 1→0 over ~0.6s (ease-out). For combos/streaks, scale font with hit count (`min(base + n*growth, max)`), color-shift on milestones.
### Hit-flash + death flash + slow-mo (← "Death Flash & Slow-Mo")
- **Hit-flash**: a scalar param on the unit's material (`HitFlash` 0→1→0 via a Timeline), or a mesh overlay material. Drive from `OnUnitHit`.
- **Death flash / kill**: brief full-screen flash via post-process (`Blendables` weight or a UMG white overlay alpha pulse), plus **hit-stop / slow-mo** with `UGameplayStatics::SetGlobalTimeDilation(World, 0.15f)` for ~60–120ms then restore (use a real-time timer so the dilation itself doesn't stall the reset).
- **Kill spectacle**: optional short **Level Sequence** (kill-cam) or Sequencer camera cut + ragdoll/dissolve material.
### Niagara bursts (← "Particle Burst")
Author `NS_MuzzleFlash`, `NS_Impact`, `NS_Dust`, `NS_Debris`. Spawn at socket/hit location:
```cpp
UNiagaraFunctionLibrary::SpawnSystemAtLocation(World, ImpactFX, HitLocation, HitNormal.Rotation());
Ambient underground life: a looping NS_DustMotes / dripping / ember system in the level for "every frame has motion". Pool / cap counts in the juice UDataAsset.
Turn / scene transitions (← "Fade / Curtain Wipe")
- Turn banner:
WBP_TurnBannerwith a slide+fade Widget Animation ("YOUR TURN" / "ENEMY TURN"), tinted per side; pair with a subtle post-process/fog shift. - Camera moves & mission intro/outro: Sequencer (
LS_MissionIntro) — fly-in over the map, then blend to gameplay camera. - Screen fades:
Camera Manager → Start Camera Fadeor a UMG black overlay animation.
Atmosphere & palette (← "Backgrounds / Color Palette / Terrain")
- Post-process volume: color grading (cool, desaturated, green/amber underground), vignette, film grain, bloom, exponential height fog + volumetric fog for tunnels, Lumen for bounce.
- Material palette: keep a small set of master materials + instances for a cohesive look; add terrain/ground detail via material layers, decals (grime, blood, scorch) for lived-in tunnels.
- Selection/hierarchy: custom depth + post-process outline on the active unit; depth-of-field to push focus.
When NOT to change
- Turn logic, AP costs, hit-chance math, damage, initiative — that's gameplay balance, not design.
- Navmesh, collision, cover geometry used by the AI — don't move/resize for looks without re-checking tactics.
- Input / camera controls scheme — don't rebind.
- Mission win/lose conditions, spawn tables, difficulty — gameplay, not visual.
Output
After implementing, summarize:
- Every asset/file created or modified (Blueprints, C++, Niagara, UMG, materials, sequences, the juice DataAsset).
- Before/after for each visual area improved (with MCP screenshots if connected).
- New tunable properties added to the juice
UDataAssetand the events they bind to. - Tell the user to Play-In-Editor and walk one combat round to feel the changes.
- Note any follow-up (missing Niagara assets, kill-cam sequence to author, SFX pairing).
Notes
- The original
game-designerskill (browser) stays installed as reference. Use this skill for the UE project; use the original only if building a Phaser/Three.js web game. - Turn-based games live and die on feedback clarity even more than arcade juice: a player must always know whose turn it is, what an action will cost, and what just happened. Clarity first, spectacle second.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: TheVeller
- Source: TheVeller/claude-skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.