t1k:designer:ux:ui-wireframe
| Field | Value |
|---|---|
| Module | ux |
| Version | 1.7.2 |
| Effort | high |
| Tools | — |
Keywords: mockup, prototyping, UI design, wireframe
How to invoke
Section titled “How to invoke”/t1k:designer:ux:ui-wireframeGame UI Wireframe
Section titled “Game UI Wireframe”When This Skill Triggers
Section titled “When This Skill Triggers”- 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
Layout Zones (Universal)
Section titled “Layout Zones (Universal)”┌──────────────────────────────────┐│ 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
Screen Layout Templates
Section titled “Screen Layout Templates”→ See references/layout-templates.md for full ASCII wireframes + usage rules
| Template | Use Case | Key Trait |
|---|---|---|
| Full-screen menu | Main menu, results, rewards | Single focal CTA; bg art fills screen |
| Split-panel | Inventory, equipment, skill tree | Left list + right detail; 40/60 split |
| Grid gallery | Shop, character select, card collection | Equal cells; sort/filter bar at top |
| Dialog/modal | Purchase confirm, alert, input prompt | Max 60% screen width; dark overlay |
| Tab-based | Settings, player profile, leaderboard | Tab bar below header; content swaps |
Content Priority Mapping
Section titled “Content Priority Mapping”Before placing any element, rank it:
- Primary — player’s next action (equip button, buy button, start game)
- Context — info needed to make that action (item stats, price, cooldown)
- Secondary — supporting info (flavor text, set bonus, history)
- Tertiary — discoverable (advanced filters, share, report)
Placement rule: Primary → bottom action bar. Context → center content. Secondary → below fold or collapsed. Tertiary → overflow menu.
Anchor Strategy for Responsive UI
Section titled “Anchor Strategy for Responsive UI”| Element | Anchor Preset | Notes |
|---|---|---|
| Header bar | Top + stretch-horizontal | Sticks to top edge |
| Action bar | Bottom + stretch-horizontal | Sticks to bottom safe area |
| Nav bar | Bottom + stretch-horizontal | Below action bar |
| Content scroll | Stretch all sides | Fills between header and action bar |
| Modal/dialog | Center + fixed size | 320–480px wide; max 80% height |
| Floating button | Bottom-right | 72px from safe area edges |
Use ContentSizeFitter + VerticalLayoutGroup for dynamic content lists.
Screen Flow Patterns
Section titled “Screen Flow Patterns”→ 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 / Landscape Breakpoints
Section titled “Portrait / Landscape Breakpoints”- 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 beginsUse in doc comments, wiki pages, and plan phase files.
Anti-Patterns
Section titled “Anti-Patterns”| # | Anti-Pattern | Fix |
|---|---|---|
| 1 | No layout zones defined | Define header/content/action/nav before placing any element |
| 2 | CTA in content scroll area | Move primary actions to fixed action bar |
| 3 | Modal wider than 80% | Cap at 480px or 80vw; center with dark overlay |
| 4 | Ignoring safe area | Always apply Screen.safeArea; never hardcode offsets |
| 5 | Same layout for all screens | Match template to content type (grid ≠ split-panel) |
Cross-References
Section titled “Cross-References”game-ux-design— HUD patterns, mobile touch targets, onboarding flowgame-visual-design— colors, typography, visual language applied to wireframesgame-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
Reference Files
Section titled “Reference Files”| File | Coverage |
|---|---|
references/layout-templates.md | Full ASCII wireframes for all 5 templates with usage rules |
references/screen-flows.md | Detailed screen-to-screen flow diagrams for core game flows |
Gotchas
Section titled “Gotchas”- 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?’