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InkMaster UI Architect

Design & Media Updated 2026.08.29

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About this skill

Problem

Chinese-style mobile game UI problems are often not just “draw one screen.” Style, Figma components, Godot node trees, shaders, and motion parameters can easily fall apart, causing inconsistent visuals, nested container misalignment, uncontrolled ink-wash shader cost, or designs that programmers cannot implement. This skill targets that gap, focusing on national-style visual direction, Figma-to-Godot mapping, and Godot UI architecture with shader implementation.

How It Works

Instead of only giving UI advice, it breaks the solution into executable parameters. The core capabilities include Figma component structures based on Design Token and Auto Layout; Godot UI architecture based on Control node trees, Theme, NinePatchRect, and Size Flags; and CanvasItem Shader approaches for ink-wash effects, light sweeps, and UI distortion.

The key output usually includes three parts:

  • Figma structure/parameters: token names, colors, spacing, and Auto Layout nesting
  • Godot implementation plan: node tree, key properties, and settings such as size_flags_horizontal
  • Motion/interaction parameters: Tween, TransType, EaseType, and duration

The workflow starts from intent, then moves through Figma design, Godot validation, documentation, and pixel-level review, making it useful for turning vague requests like “make it feel ink-wash” into parameters the team can verify.

Scope

It fits best for cultivation, wuxia, and xianxia Godot mobile games where UI needs to balance visuals, interaction, and performance. It is less useful for non-Godot projects, non-Figma workflows, or general design inspiration. For better results, provide current UI screenshots, component constraints, performance budgets, and known bottlenecks.

Use Cases

  • During a xianxia game kickoff, turn the ink-wash visual direction into Figma tokens and a Godot node tree.
  • When a shader effect seems infeasible, produce a CanvasItem shader, node config, and performance notes.
  • During UI acceptance, check spacing, colors, nine-patch slices, and animation parameters with a pixel-level checklist.
  • When first-purchase conversion is low, tune button hue, countdown cadence, and unboxing light parameters.

Best For

  • Chinese-style mobile game UI designer: needs to turn visual concepts into Figma tokens, Auto Layout, and motion parameters.
  • Godot client developer: needs executable node trees, Size Flags, Theme settings, and shader code.
  • Game producer: needs to translate ink-wash presentation, interaction flow, and monetization UI into review parameters.
  • Technical artist: needs to isolate UI shader complexity, atlas merging, and batching bottlenecks.