GameUIAgent: An LLM-Powered Framework for Automated Game UI Design with Structured Intermediate Representation

Fuente: arXiv
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Auteurs principaux: Zeng, Wei, An, Fengwei, Liu, Zhen, Zhao, Jian
Format: Preprint
Publié: 2026
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author Zeng, Wei
An, Fengwei
Liu, Zhen
Zhao, Jian
author_facet Zeng, Wei
An, Fengwei
Liu, Zhen
Zhao, Jian
contents Game UI design requires consistent visual assets across rarity tiers yet remains a predominantly manual process. We present GameUIAgent, an LLM-powered agentic framework that translates natural language descriptions into editable Figma designs via a Design Spec JSON intermediate representation. A six-stage neuro-symbolic pipeline combines LLM generation, deterministic post-processing, and a Vision-Language Model (VLM)-guided Reflection Controller (RC) for iterative self-correction with guaranteed non-regressive quality. Evaluated across 110 test cases, three LLMs, and three UI templates, cross-model analysis establishes a game-domain failure taxonomy (rarity-dependent degradation; visual emptiness) and uncovers two key empirical findings. A Quality Ceiling Effect (Pearson r=-0.96, p<0.01) suggests that RC improvement is bounded by headroom below a quality threshold -- a visual-domain counterpart to test-time compute scaling laws. A Rendering-Evaluation Fidelity Principle reveals that partial rendering enhancements paradoxically degrade VLM evaluation by amplifying structural defects. Together, these results establish foundational principles for LLM-driven visual generation agents in game production.
format Preprint
id arxiv_https___arxiv_org_abs_2603_14724
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle GameUIAgent: An LLM-Powered Framework for Automated Game UI Design with Structured Intermediate Representation
Zeng, Wei
An, Fengwei
Liu, Zhen
Zhao, Jian
Artificial Intelligence
Game UI design requires consistent visual assets across rarity tiers yet remains a predominantly manual process. We present GameUIAgent, an LLM-powered agentic framework that translates natural language descriptions into editable Figma designs via a Design Spec JSON intermediate representation. A six-stage neuro-symbolic pipeline combines LLM generation, deterministic post-processing, and a Vision-Language Model (VLM)-guided Reflection Controller (RC) for iterative self-correction with guaranteed non-regressive quality. Evaluated across 110 test cases, three LLMs, and three UI templates, cross-model analysis establishes a game-domain failure taxonomy (rarity-dependent degradation; visual emptiness) and uncovers two key empirical findings. A Quality Ceiling Effect (Pearson r=-0.96, p<0.01) suggests that RC improvement is bounded by headroom below a quality threshold -- a visual-domain counterpart to test-time compute scaling laws. A Rendering-Evaluation Fidelity Principle reveals that partial rendering enhancements paradoxically degrade VLM evaluation by amplifying structural defects. Together, these results establish foundational principles for LLM-driven visual generation agents in game production.
title GameUIAgent: An LLM-Powered Framework for Automated Game UI Design with Structured Intermediate Representation
topic Artificial Intelligence
url https://arxiv.org/abs/2603.14724