# Frontend Prompts Use these prompt shapes to keep browser-game UI intentional instead of generic. ## Prompt ingredients - game genre and fantasy - camera or viewpoint - player verbs - HUD zones - menu surfaces - motion tone - desktop and mobile expectations - playfield protection and disclosure strategy - anti-patterns to avoid ## HUD implementation prompt ```text Design and implement the HUD for a browser game. Game fantasy: Viewpoint: Primary verbs: HUD zones: Tone: Motion: Platforms: desktop and mobile Constraints: readable over active gameplay, DOM-based overlays, CSS variables, no generic dashboard look Playfield protection: keep the central play area clear during normal play, prefer one primary persistent HUD cluster, and move long-form notes or controls behind menus Avoid: flat admin UI, default font stack, cluttered overlays, constant micro-animation, equal-weight cards around every edge, broad always-on panels that cover the world ``` ## Menu implementation prompt ```text Build the shell UI for a browser game with the following surfaces: - title screen - pause menu - settings panel - game-over or victory screen Keep the menus visually tied to the game world, not to a SaaS app aesthetic. Use strong hierarchy, intentional typography, meaningful motion, and responsive layout. ``` ## Low-chrome 3D starter prompt ```text Design the initial playable HUD for a browser 3D game. Goal: the first screen should feel playable in under 3 seconds, not like a dashboard. Camera mode: Primary verbs: Persistent UI budget: - one compact objective chip or status cluster - one optional small secondary surface - one transient controls or interaction hint Interaction rules: - keep the center of the playfield clear - keep the lower-middle playfield mostly clear during normal play - lore, notes, quest details, and long control lists live behind a drawer, pause menu, or toggle - modal and pause states must gate camera input correctly Avoid: - giant title cards over live gameplay - field notes, controls, and objectives all open at once - equally weighted glass panels in every corner - full-screen overlay chrome during normal movement ``` ## 3D overlay prompt ```text Design and implement the HUD and menu overlays for a browser 3D game. Engine context: Camera mode: Primary verbs: Overlay surfaces: Interaction constraints: - DOM overlays, not in-scene UI by default - modal and menu states must suspend or gate camera input correctly - keyboard and pointer states must be explicit - reduced-motion support for non-essential transitions - keep the center of the screen clear during normal play - keep the lower-middle playfield mostly clear during normal play - start with one compact objective surface and transient hints rather than multiple permanent cards - secondary content such as notes, lore, and full control references should be collapsed by default Avoid: - dashboard UI - cluttered full-screen overlays - boxed panels around every edge of the viewport - full-width top-and-bottom panel stacks - permanent text-heavy cards competing with the scene - camera movement continuing under active menus ```