De-AI Game UI (remove the generic AI look from menus and HUDs, checked by a lint)
/game-ui-de-ai
A GameSkill original that strips the tells of AI-made game UI (purple-blue gradients, glass panels, neon glows, emoji icons, one big radius, everything centred, identical buttons, epic-journey copy) and rebuilds the screen from the game's own world. Ships a 12-rule lint that reads computed styles in headless Chrome for any framework, a before/after pause menu and a mutation test proving every rule can fail.
- License
- MIT
- By
- By GameSkill
Tested by GameSkill
32/32 checks passed on HTML/CSS lint in Chrome headless (computed styles, keyboard focus) (2026-11-03): trigger, a runnable example, a screenshot and self-check, one job per skill, and English + Chinese docs. Trigger checks match prompts against skill descriptions; they are not a live agent run.
Test reportGameSkill's tested copy
Written and tested by GameSkill for gameskill.dev. The ZIP holds the whole skill: SKILL.md and its Chinese version, scripts, a runnable example, tests, the self-check list and our test report.
A GameSkill original, released under MIT. The ZIP keeps LICENSE and CREDITS.md, which lists the workflow inspiration, the CC0 test assets and the third-party libraries with their licenses.

Self-check
- 改之前先跑 lint 并截图 / Run the lint and take a screenshot before changing anything
- 先写三行世界设定:材质、强调色、文案口吻 / Write three lines about the world first: material, accent colour, voice
- 内容不变:所有按钮和数字都保留 / Same content: keep every action and number
- 12 条全过再交付,豁免要写理由 / Ship only when all 12 pass; any waiver needs a written reason
- 不抄别的游戏的 UI / Never copy another game's UI
- 把 lint 留在项目测试里 / Keep the lint in the project's test run
Install
Tell your AI
Install the skill from https://gameskill.dev/skills/game-ui-de-ai/install.md
GameSkill's tested copy
mkdir -p .claude/skills
curl -fsSL https://gameskill.dev/dl/skills/game-ui-de-ai.zip -o /tmp/gameskill-game-ui-de-ai.zip
unzip -oq /tmp/gameskill-game-ui-de-ai.zip -d .claude/skills
rm /tmp/gameskill-game-ui-de-ai.zipWhat you get
- 12 rules, each a lint check: gradients, glass, glow, emoji icons, typefaces, cliché copy, centring, radius, one primary action, tabular numbers, contrast, keyboard focus
- tools/rules.js: window.uiLint() for any page, reads computed styles only
- tools/ui-lint.mjs: CLI for a URL or file, plus lintPage(page) for your own puppeteer tests, with the Tab focus check
- A before/after pause menu for Tidewater, a made-up trading-boat game, with the same actions and numbers
- A workflow: three lines about the world first, rebuild with the same content, re-run until all 12 pass
Good fit
- Menus and HUDs an agent wrote that look like a SaaS dashboard
- A UI review before shipping, kept in the test run afterwards
- Web, HTML overlay or exported UI mock-ups; the rules also work as a checklist for engine UI
Not for
- Layout systems or engine UI nodes: pair it with game-ui-ux or godot-ui-control
- Full accessibility audits beyond contrast and keyboard focus
Try this prompt
Our trading game's pause menu looks AI-generated. Run the de-AI UI lint on ui/pause.html, write three lines about our world, then rebuild it with the same buttons and numbers until all 12 rules pass, and show me before and after.About this skill
De-AI Game UI is a GameSkill original for the moment a game's menu looks like every other AI-made screen: a purple-to-cyan gradient, frosted-glass cards, a glowing title, an emoji on every line, four identical pills, everything centred and copy about an epic journey. The agent runs a 12-rule lint first, writes three lines about the game's world (the material of the UI, one accent colour for "act", the voice of the copy), rebuilds the screen with exactly the same actions and numbers, and re-runs the lint until all 12 rules pass.
The lint reads computed styles in headless Chrome, so it works for any framework, and it presses Tab to check that focus is visible. The example is the pause menu of Tidewater, a made-up trading-boat game, in a generic and a rebuilt version; a mutation test adds each tell back to the good page and checks that the right rule catches it. The idea of a pass that removes the generic AI look comes from Mutakisa/game-slop-purge, which has no licence, so it is linked only: the rules, thresholds, copy and examples here are ours.
Related
- game-ui-ux for UI structure and flow.
- style-cards to keep the whole game in one art style.
Requirements
- Node 18+ with npm (puppeteer-core from package-lock.json, dev only)
- Google Chrome or Chromium; set CHROME_PATH if it is not found
- The rules themselves (tools/rules.js) run inside any page with no dependencies
Topics
FAQ
Based on game-slop-purge (idea only) by Mutakisa (no licence, idea only, no code, text, rules or images used). Ideas only: GameSkill wrote the code and text; CREDITS.md in the ZIP lists every source.
Works well with
Skills the author points to as related or as the better fit for neighbouring tasks.
Game UI/UX
HUDs and menus that work on every screen: anchored layouts, resolution and safe-area scaling, gamepad focus and event-driven updates.
Style Cards (one art style as hard limits, switch looks by switching cards)
A GameSkill original that writes a game's art style down as a card of measurable limits (canvas, colours and palette, alpha, triangles, shading, materials, textures, voxel grid), pastes it into every asset request and checks every asset against it. Ships 12 cards from pixel and one-bit to low-poly, voxel and toon, a no-dependency PNG checker, a Blender GLB checker and a palette locker; switch the whole look by switching the card.
Godot UI (Control Nodes)
Godot 4.7 interfaces with Control nodes: anchors, containers, themes and keyboard or gamepad focus navigation.
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