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t1k:designer:ux:ui-wireframe

FieldValue
Moduleux
Version1.7.2
Efforthigh
Tools

Keywords: mockup, prototyping, UI design, wireframe

/t1k:designer:ux:ui-wireframe

  • Planning a new game screen before Canvas implementation
  • Deciding screen layout zones (header, content, action bar, nav)
  • Mapping content priority for complex screens (shop, inventory, character select)
  • Designing screen-to-screen navigation flow
  • Choosing between layout templates (split-panel vs grid vs tab-based)
  • Handling portrait/landscape breakpoints or safe area constraints

Does NOT cover:

  • HUD during gameplay → game-ux-design
  • Visual styling, colors, typography → game-visual-design
  • Canvas RectTransform implementation → UI framework skills (engine layer)
  • Touch target sizes, mobile UX → game-ux-design
┌──────────────────────────────────┐
│ HEADER / TOOLBAR (title, back) │ ← 60–80px; never scrolls
├──────────────────────────────────┤
│ │
│ CONTENT AREA │ ← scrollable; max priority
│ │
├──────────────────────────────────┤
│ ACTION BAR (confirm/cancel) │ ← 80–100px; fixed thumb zone
├──────────────────────────────────┤
│ NAV BAR (tab icons) │ ← 56–72px; bottommost
└──────────────────────────────────┘

Safe area rules:

  • Top: add OS status bar height (44px portrait iOS, 24px Android)
  • Bottom: add gesture bar height (34px iOS, 0px Android with 3-button nav)
  • Use the engine’s safe area API; never hardcode offsets

→ See references/layout-templates.md for full ASCII wireframes + usage rules

TemplateUse CaseKey Trait
Full-screen menuMain menu, results, rewardsSingle focal CTA; bg art fills screen
Split-panelInventory, equipment, skill treeLeft list + right detail; 40/60 split
Grid galleryShop, character select, card collectionEqual cells; sort/filter bar at top
Dialog/modalPurchase confirm, alert, input promptMax 60% screen width; dark overlay
Tab-basedSettings, player profile, leaderboardTab bar below header; content swaps

Before placing any element, rank it:

  1. Primary — player’s next action (equip button, buy button, start game)
  2. Context — info needed to make that action (item stats, price, cooldown)
  3. Secondary — supporting info (flavor text, set bonus, history)
  4. Tertiary — discoverable (advanced filters, share, report)

Placement rule: Primary → bottom action bar. Context → center content. Secondary → below fold or collapsed. Tertiary → overflow menu.

ElementAnchor PresetNotes
Header barTop + stretch-horizontalSticks to top edge
Action barBottom + stretch-horizontalSticks to bottom safe area
Nav barBottom + stretch-horizontalBelow action bar
Content scrollStretch all sidesFills between header and action bar
Modal/dialogCenter + fixed size320–480px wide; max 80% height
Floating buttonBottom-right72px from safe area edges

Use ContentSizeFitter + VerticalLayoutGroup for dynamic content lists.

→ See references/screen-flows.md for detailed flow diagrams

Core flows:

  • Main menu → Lobby → Game → Results → Rewards → (back to Lobby)
  • Shop: Category tabs → Item grid → Item detail sheet → Purchase confirm dialog
  • Inventory: Grid overview → Item detail panel → Equip/Use confirm
  • Character select: Roster grid → Character detail → Loadout → Confirm
  • Settings: Category list → Options panel → Apply/revert confirm

Flow rules:

  • Every screen has exactly one back path (Back button or gesture)
  • Modals/dialogs always return to the screen that spawned them
  • Deep links (notification taps) must resolve to a valid back stack
  • Never dead-end: result screens always show a next-step CTA
  • Portrait primary: design at 1080×1920; safe content within 1080×1700
  • Landscape alternate: reflow to side-by-side panels; move nav bar to left sidebar
  • Trigger reflow at aspect ratio < 1.2 (landscape) vs > 1.2 (portrait)
  • Test at 16:9, 18:9, 19.5:9, 21:9 (foldables)

Wireframe Notation (ASCII Quick Reference)

Section titled “Wireframe Notation (ASCII Quick Reference)”
[BTN] = button
[ICN] = icon
[IMG] = image/avatar
[TXT] = text label
[---] = divider/separator
[///] = background fill / art area
[ v ] = dropdown
[###] = grid of items (3×4, etc.)
[scroll↓] = scrollable region begins

Use in doc comments, wiki pages, and plan phase files.

#Anti-PatternFix
1No layout zones definedDefine header/content/action/nav before placing any element
2CTA in content scroll areaMove primary actions to fixed action bar
3Modal wider than 80%Cap at 480px or 80vw; center with dark overlay
4Ignoring safe areaAlways apply Screen.safeArea; never hardcode offsets
5Same layout for all screensMatch template to content type (grid ≠ split-panel)
  • game-ux-design — HUD patterns, mobile touch targets, onboarding flow
  • game-visual-design — colors, typography, visual language applied to wireframes
  • game-ui-animation — transition patterns for screen flows defined here
  • UI framework skills (auto-activated via registry) — layout, anchors, groups implementation
  • engine mobile UI skills (auto-activated via registry) — touch input, gesture, safe area
  • engine mobile skills (auto-activated via registry) — platform safe area, orientation APIs
FileCoverage
references/layout-templates.mdFull ASCII wireframes for all 5 templates with usage rules
references/screen-flows.mdDetailed screen-to-screen flow diagrams for core game flows
  • Layout zones survive content; pixel comps don’t — wireframe in zones (header / nav / content / actions) before pixels.
  • Anchor strategy must include rotation — portrait-only anchors break on tablet landscape unless explicit fallbacks exist.
  • Content priority is a stack, not a grid — the wireframe must answer ‘what must the player see if everything else is off-screen?’