Build interface states that support play and feel native to the game.
Read By Need
- UI implementation and state patterns:
references/ui-patterns.md. - Before claiming HUD, menu, responsive, or touch work complete:
references/quality-gates.md. - Generated 3D menu objects or diegetic props:
../../references/mint-mcp-assets.md.
Use authored HTML/CSS/SVG/Canvas or user-provided assets for ordinary flat UI. Use Mint MCP only when the live host exposes the required output. Never use another generation provider.
Workflow
- Inspect desktop/mobile screenshots and inventory gameplay, pause, settings, loading, fail/retry, win/milestone, and touch states.
- Prioritize survival/status, objective, feedback, then flavor.
- Replace utility cards with game-specific meters, clusters, badges, icons, alerts, reticles, and modal states.
- Keep dimensions stable; account for text fit, safe areas, touch targets, hover/pressed/focus/disabled states, and reduced motion.
- Drive UI from game state without duplicating simulation rules.
- Verify relevant states through real input at desktop and mobile sizes.
Final Response
Report states covered, UI intent, controls, screenshots, text-fit/overlap, safe-area/touch-target evidence, and remaining risks.