Say the screen.
Keep the kit.
Tell the Keeper what your game needs. Get a styled, editable UI screen, ready for Roblox, Godot, Unity, Unreal, FiveM or the web.
Retro 8-bit arcade daily quests screen with a streak counter and a leaderboard rank.style 82 · 41s
Everything here came out of the Forge.
Each screen below is the first result for the prompt under it. No retouching, no hand-picked seeds. 10 screens, 85s each on average, on free models.
Retro 8-bit arcade daily quests screen with a streak counter and a leaderboard rank.
Settings for a cozy farming game. Soft pink, handwritten feel, toggles for rain sounds and visitors.
A loud, bubbly egg shop for a cute pet simulator. Tabs, a starter bundle and 8 eggs.
Winter event redeem codes popup with 3 icy reward tiles.
Space station crafting menu in black and orange hazard stripes style, square corners, serious tone.
Main menu for a horror survival game called Last Lantern.
Cyberpunk street racing HUD: credits, nitro boost timer, garage and crew buttons, rank bar, 3 gadget slots.
Underwater fishing game bait shop. Use a deep teal and coral palette, rounded shapes.
Medieval RPG satchel inventory, wood and parchment, a selected longbow shown on the side.
Streetwear sneaker drop shop with a graffiti vibe in teal and yellow.
A whole kit that looks like one game.
Dino Ranch: a cheerful dinosaur-raising tycoon for kids. Currencies: Bones and Amber. Collectibles: dinos.
Eight looks to start from. Yours from there.
Ask for “square and serious”, “teal and coral” or “handwritten” and the Keeper bends the closest look to fit. Same screen below, eight skins. Click one to forge with it.
Three steps, no dragging boxes around.
Say it
Describe the screen and the mood. A shop, a HUD, a quest board, or a whole kit for your game.
The Keeper plans it
A model writes a short blueprint: sections, copy, icons, rarity, look. Our compiler lays it out on the grid and checks every color.
{ "skin": { "preset": "spooky",
"overrides": { "radius": 4 } },
"screen": { "type": "window",
"title": "CANDLES",
"sections": [
{ "kind": "grid", "columns": 3, … } ] } }Take it to your engine
Tune radius, outlines and fonts with the knobs, then export: Lua for Roblox Studio, a Godot scene, Unity or Unreal builders, a FiveM resource, or HTML.
local e = {}
e[2] = Instance.new("Frame")
e[2].AnchorPoint = Vector2.new(0.5, 0.5)
e[2].Size = UDim2.new(0, 900, 0, 612)
e[4] = Instance.new("UIStroke")
e[4].Thickness = 4The Keeper refuses to make a dashboard.
Generated UI tends to drift toward the same grey panels and thin lines. These checks run on every screen, whatever the model proposes.
No coordinates from the model
The model picks sections and content. The compiler places everything, so windows never drift off-screen.
No grey murk
Flat greys and slate panels are pulled back toward the look’s own colors before anything renders.
Readable at phone size
Text that loses contrast is recolored. Flat buttons get a visible edge. Nothing below 16px.
Checked, then explained
Invalid plans go back to the model with the exact problem. Anything we adjust shows up in the Keeper’s notes.
- Added depth to the window gradient.
- Changed window text color so it stays readable.