hud-systemlisted
Install: claude install-skill Firzus/agent-skills
# HUD System
Build the in-game HUD layer of an action game — the engineering, the design
craft, the accessibility, and the world-space elements. References: Genshin
Impact / Granblue Fantasy: Relink (party action-RPG HUDs), God of War 2018 /
Horizon (dynamic minimalist HUDs), Dead Space / Metroid Prime (diegetic
HUD), TLOU2 (accessibility). Excluded (separate skills): minimap/world map
(`minimap-worldmap`), full-screen menus (`menu-ui-manager`).
## The architecture rule
**The HUD is a read-only, event-driven consumer.** Gameplay never knows the
HUD exists; the HUD never polls per frame and never writes gameplay state.
```
gameplay state → events → view-model layer → widgets
(push) (formats data) (pure presentation)
```
- Combat code emits `DamageDealt`, `CooldownStarted`, `QuestUpdated`; HUD
systems subscribe. The queue decouples in time: UI can defer, aggregate,
or drop (the notification manager and damage-number merging both live on
this property).
- The **view-model layer** turns raw state into display data (HP fraction,
cooldown 0–1, localized strings). Widgets read view-models only. UI
artists iterate against a stable view-model contract without touching
gameplay (the Destiny/Division GDC model).
- Rule of thumb for bindings vs events: **bindings for values that lerp
(HP, gauges), events for things that happen** (buff icons, toasts, quest
steps).
- Juice (flash, shake, pulse) lives in the widget layer — never in data.
## Refe