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UI Design & Agent Automation Skills

Skill pack
3 skills0 selected
rbergmanSkills in this pack

Juice, feedback layering, screen shake/particles/sound timing, the perception-action cycle, and 'why does this feel bad?' diagnostics. Use when implementing player actions, combat hits, collectibles, UI transitions, weapon impacts, jumps, dashes, or any moment where the player should feel something; when a mechanic functionally works but feels mushy, slow, or unsatisfying; or when playtesters say 'it's missing something.' Covers timing reference numbers (frames per response phase), feedback channels (visual/audio/haptic/screen), and the diagnostic ladder for feel problems.

English

Cognitive load management for players: perception/attention/memory framework, Gestalt principles for game UI, signal-noise discipline on the HUD, onboarding ramp design, and tooltip/affordance patterns. Use when designing UI or HUD layouts, writing tutorials or first-time-user flows, evaluating whether players can read the screen at a glance, debugging 'confusing' feedback, deciding what information goes where (HUD, pause, codex, none), or when playtesters say 'I didn't know I could do that' or 'I missed that this happened.' For deeper accessibility work see accessibility-design.

English

Activate when you are a teammate in an Agent Teams configuration. Establishes teammate protocol with file ownership, self-claiming tasks, inter-agent communication, quality gates, and escalation.

English

Explore the listed skills and choose the workflows that fit your task.

Install with
Claude CodeCodexCursorGitHub CopilotGemini CLI

Supported by the Atlas install prompt. Skill-specific requirements vary.

Pack stats

Skills3CategorycontentStars0

What’s included

Game Feel

Juice, feedback layering, screen shake/particles/sound timing, the perception-action cycle, and 'why does this feel bad?' diagnostics. Use when implementing player actions, combat hits, collectibles, UI transitions, weapon impacts, jumps, dashes, or any moment where the player should feel something; when a mechanic functionally works but feels mushy, slow, or unsatisfying; or when playtesters say 'it's missing something.' Covers timing reference numbers (frames per response phase), feedback channels (visual/audio/haptic/screen), and the diagnostic ladder for feel problems.

Player UX

Cognitive load management for players: perception/attention/memory framework, Gestalt principles for game UI, signal-noise discipline on the HUD, onboarding ramp design, and tooltip/affordance patterns. Use when designing UI or HUD layouts, writing tutorials or first-time-user flows, evaluating whether players can read the screen at a glance, debugging 'confusing' feedback, deciding what information goes where (HUD, pause, codex, none), or when playtesters say 'I didn't know I could do that' or 'I missed that this happened.' For deeper accessibility work see accessibility-design.

Teammate

Activate when you are a teammate in an Agent Teams configuration. Establishes teammate protocol with file ownership, self-claiming tasks, inter-agent communication, quality gates, and escalation.

Quick start

  1. Choose your skills. Select individual skills above, or choose the entire pack.
  2. Copy the install prompt. Use Copy install prompt above the list.
  3. Send it to your agent. Paste into your coding agent’s chat. Your agent reviews the source and guides the setup.

Try it with your agent

After installation, start with a request like:

Example request
Use the Game Feel skill to help with my task.
Ask me for the context you need before getting started.

Requirements & license

  • A coding agent that can access your project files and install skills.
  • Your agent checks each skill’s instructions, dependencies, and permissions during setup.
  • License details are not provided in these listings. Check the author’s terms before using the skills.
UI Design & Agent Automation Skills | Agent Skills Atlas