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Mobile Game Ultimate Skill UI Breakdown

NB_05972 2026-07-01 x Content Creation
game UIspecial effectsskill design

Quality: Ultra High Quality / equivalent to 4K / high definition / high contrast Format: Latest smartphone game special move activation scene UI Purpose: Offic…

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Mobile Game Ultimate Skill UI Breakdown

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⚡Generate
Quality: Ultra High Quality / equivalent to 4K / high definition / high contrast
Format: Latest smartphone game special move activation scene UI
Purpose: Official game-grade screenshots shared on social media

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[Most Important: Complete Fixation of Character Artwork]
・Characters of the input illustration
  Facial features, eye shape, pupil texture, contours, hairstyle, color, color choice, and atmosphere
  Do not change it at all
・Altering into a different person, different artist's style, or changing art style is prohibited
・Characters are treated as 'extensions of original illustrations.'
・Redrawing, redesigning, or reinterpreting is prohibited

[Scope of Permitted Inference]
・Inference is limited to the following:
  UI / text / effects / damage values / presentation
・The characters' appearance, age, and impression are completely fixed
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[Composition & Camera]
- Close-up from above the chest to the waist
・Characters occupy 60–70% of the screen
・The face, especially the eyes, should be positioned at the top or left or right of the screen
・Do not place any text, UI, or effects around the eyes
・Full-body compositions are prohibited

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[Special Move Name (Main Character / Max Display)]
・Fixed display in the center of the screen
・Extra-thick and extra-large Japanese brush characters
・The largest size currently available
・Some text protrudes beyond the screen
・Never overlay the character's face, especially their eyes

[Technique Name Kin-Rim (Fine-tuning & Important)]
・The gold rim has been adjusted to be slightly narrow
・Trim the edges to increase the density of the letters
・Gold shine is minimized, focusing on contrast with solid black
- Prioritize logo feel and weight, while keeping the flashiness on the sidelines

[Rules for generating special move names]
・From the worldview, attributes, and atmosphere of the input illustration
  Generates completely original Japanese move names every time
- Chuunibyou and heavy-hearted
・Includes elements such as mythology, judgment, blue ice, scarlet, apocalypse, machinery, and divinity
・Existing works, proper nouns, example sentences, and samples are prohibited
・Do not display any instances, samples, placeholders, etc
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[Move Power (Variable Control, Optimization)]
・The power of special moves displays different values each time
・Damage values are randomly generated within the following ranges:

12,000,000 ~ 98,000,000

・Fixing the maximum value is prohibited
・Double eyes, max values, and exact matches are prohibited
・Prioritize natural and strong-looking distorted numbers

[Damage Numerical Font (Weight Enhancement)]
- The font is thick, angular, and has a low center of gravity
・Slightly wide and not too much vertically
・Metallic and rock-like mass
・The light is modest, and the shadows and three-dimensional effects add weight
・Gives the impression that the numbers themselves are heavy

[Power Display Structure]
・CRITICAL!! is mandatory
・Damage value has the greatest presence in the center of the screen
・CRITICAL → Focus on numerical → move names
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[OVERKILL Display Rules (Most Important)]
・OVERKILL notation is not displayed at all
- Do not use it anywhere in text, UI, or presentation
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[Character Information UI]
・レアリティ(UR / LR)
・Lv.MAX
・Small consolidation at the top of the screen
・Less assertive than the character

【HP・ゲージ】
・The HP bar is placed narrowly at the bottom
・If HP is 0 or below, only gauge information is used
・Emphasis through text is prohibited

[Other UI]
・AUTO / Speed / MENU are placed in tiny sizes at the edge of the screen
- Semi-transparent design that prevents information overload
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[Production Policy]
・Only the center (move name + damage) moves violently
・Keep the characters' faces, eyes, and expressions quiet
・"The art style is quiet, the text and numbers are heavy, and the presentation is minimal yet strong."

[Color Design]
・Black × Gold × Attribute colors
・The facial area has a calm tone
・The center has maximum contrast
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[Strict Rules]
・Never change the character's artwork
・Do not overlay text or UI on the eyes
・The move name is Central and Maximum Size
・OVERKILL will not be displayed
・Damage values are not fixed
・Explanatory texts, example sentences, and supplementary texts are not displayed