Skip to content

t1k:designer:ux:visual

FieldValue
Moduleux
Version1.7.2
Efforthigh
Tools

Keywords: aesthetics, art direction, design, visual design

/t1k:designer:ux:visual

  • Designing color palette for teams, elements, or rarity tiers
  • Setting typography hierarchy for game menus or screens
  • Designing shop, inventory, character select, settings, or lobby screens
  • Defining icon style for abilities, stats, or currencies
  • Choosing card/panel design for game items or upgrades
  • Establishing dark/light theme or contrast rules for game UI
  • Creating consistent spacing system for game menus
  • Every color in game UI is semantic — signals rarity, element, team, or state
  • Never use a color for decoration alone; max 6 core palette colors + tints/shades
  • Test palette under TV/mobile contrast before shipping
  • Visual weight = size × contrast × motion; use all three deliberately
  • One dominant element per screen; everything else supports or recedes
  • Players scan game screens F-pattern: title → key art → primary CTA → secondary info
TierColorGlowBorder
Common#9E9E9E grayNoneFlat
Uncommon#4CAF50 greenSoftThin
Rare#2196F3 blueMediumStandard
Epic#9C27B0 purpleAnimated pulseThick
Legendary#FF9800 goldAnimated flameOrnate
  • Never use red for rarity — red = danger/damage only
  • Colorblind-safe: all tiers must be distinguishable by brightness alone
  • One hue per element (fire=red-orange, ice=cyan, nature=green, dark=deep-purple)
  • Hue for background tint; icon foreground white/near-white for contrast
  • Saturation cap: 70% — high saturation fatigues in long sessions
  • Primary + 20% lighter tint (highlights) + 20% darker shade (borders)
  • Team colors: 3:1 contrast against each other when adjacent

Scale for 1080p; adjust for mobile (→ game-ux-design).

RoleSizeWeightCase
Screen Title48–64pxBoldUPPER
Section Header28–36pxSemiBoldTitle
Item Name20–24pxSemiBoldTitle
Body / Desc16–18pxRegularSentence
Caption / Label12–14pxRegularUPPER
Numeric (stat)24–32pxBold
  • Max 2 typefaces: one display (titles) + one body (everything else)
  • Display font: personality-driven (serif=fantasy, mono=sci-fi, rounded=casual)
  • Numeric stats: tabular-nums — prevents layout shift on value updates
  • Never use font size alone to encode importance — pair with weight and color

Mobile Game Typography (CanvasScaler 1080×1920)

Section titled “Mobile Game Typography (CanvasScaler 1080×1920)”

For portrait-locked mobile games with matchWidthOrHeight = 0.5f:

CategorySize RangeExample
Screen title32–40”INVENTORY”, “SHOP”
Section header28–32”Stats”, “Equipment”
Body text22–28Stat values, descriptions
Button label24–32”FIGHT!”, “RESTART”
Secondary16–20HP labels, shield text
Caption14–18Grid counters, progress bar

→ Full tier table + container height formula: game-ux-design references/mobile-font-sizing-guide.md

Text on panels gotcha: Use color = Color.white with no shadow for ≥0.85 alpha dark panel backgrounds. For semi-transparent panels (alpha < 0.7), add TMP outline (width 0.2) or underlay shadow to keep text legible.

  • Ability icons: 64×64px min; readable as 32×32 thumbnail
  • Stat icons: 24×24px; 2px stroke weight; no filled-vs-outline mixing
  • Currency icons: visually distinct from stat icons; coin/gem/crystal shapes
  • State indicators: 16×16px min; shape + color (never color alone)
  • All icons use same style (flat, outlined, or painted) — never mix in one game

Games default to dark theme:

  • Dark reduces eye strain; makes rarity glows pop
  • Use off-black (#1A1A2E), never pure #000000

If light theme needed:

  • Keep rarity colors identical — never remap them
  • Increase icon stroke weight by 1px; re-test all contrast ratios
  • Text on panels: min 4.5:1 (WCAG AA); prefer 7:1 for body text
  • Stat numbers on art: bold + text-shadow: 0 1px 3px rgba(0,0,0,0.8)
  • Never place text on busy art without scrim or pill background
  • Glow: decorative only — never the sole state indicator
#Anti-PatternFix
1Rarity colors used for other purposesReserve tier colors exclusively for rarity
23+ typefacesMax 2 fonts: display + body
3Text over hero art without scrimAdd dark gradient or pill behind text
4Inconsistent icon style (flat+outlined mixed)Define 1 icon style guide at project start
5Pure black backgroundUse off-black #1A1A2E
6Color-only stat differentiationAdd icon + label alongside color
  • game-ux-design — HUD layout, mobile touch zones, onboarding, accessibility
  • game-ui-wireframe — layout planning, screen templates (use visual-design to style wireframes)
  • game-ui-animation — transition/animation patterns (use visual-design for color/style choices)
  • UI framework implementation skills (auto-activated via registry) — Canvas/panel implementation
  • engine mobile UI skills (auto-activated via registry) — mobile touch, safe area, gesture handling
  • rpg-game-design — Stat/rarity naming conventions for RPG systems
FileCoverage
references/screen-patterns.mdShop, inventory, character select, settings, lobby layouts; card anatomy; panel depth; spacing system
references/mobile-font-sizing-guide.mdMobile font size table; cross-reference to game-ux-design for full tier table and container height formula
  • Rarity tiers need contrast across colorblind palettes — green/red rarity systems fail for ~8% of players; use luminance + shape, not hue.
  • Card/panel patterns must survive 1px scale changes — hairline strokes fail on different DPIs.
  • Typography scale needs a max line-length cap — flowing UI text past 60ch on a tablet shop screen reads like a wall.