Game UI Design
A practical path to designing player-facing interfaces that are clear under pressure and satisfying to use. You will place HUD elements where the eye actually looks, build health and resource bars that read in a glance, structure inventory and menu systems players can navigate by muscle memory, choose deliberately between diegetic and non-diegetic UI, and add the feedback, animation, and game-feel that turns a flat screen into something that feels alive.
For aspiring game UI and UX designers, indie developers, and graphic designers moving into games who can use design tools but have never structured a HUD, designed feedback states, or handed off UI to an engine.
Course content
Workbook & downloads
Put the course into practice — a printable workbook plus editable templates you can fill in and reuse.
Preview the workbook
Foundations: What Game UI Is and the Diegesis Matrix
- Information element (e.g., health, ammo, objective, map, interaction prompt)
- Is it part of the story/fiction? (yes / no)
- Does it live in the 3D world space? (yes / no)
- Resulting quadrant (non-diegetic / diegetic / spatial / meta)
- Priority for this game (immersion-first or clarity-first)
- Chosen treatment (e.g., corner bar, glowing armor, screen-edge effect)
- Is it safety-critical / fast-read? (yes / no)
- If fast-read, does the chosen treatment keep it legible? (yes / no)
- Where is the player's focal point during normal play (crosshair, character, interaction target), and which urgent elements did you place near it?
- Did you keep all readable UI inside the title-safe margin (about 5-10 percent from every edge), and where did you mark that boundary?
- What is your priority order (e.g., health, then ammo, then objective, then map), and how does size, contrast, or position reflect it?
- Which conventional positions did you honor (health bottom-left, ammo bottom-right, minimap a top corner) and where did you deliberately break convention and why?
- I listed every information element the player needs before designing any visuals
- I classified each element into a diegesis quadrant on purpose, not by default
- I chose immersion-first or clarity-first treatments deliberately per element
- All readable UI sits inside a 5-10 percent safe-zone margin from every edge
- The most urgent elements are near the focal point or carry the strongest visual signal
- My HUD is quiet by default and escalates only when an element becomes urgent
Designing the HUD and Core Indicators
- Indicator name (health / shield / ammo / ability)
- Representation (continuous bar / segmented pips / numeric / diegetic-meta)
- Primary instant-read cue (length / count / color / position)
- Secondary cue so it does not rely on color alone
- Danger / low-state treatment (color change, pulse, flash, sound)
- Change feedback (chip/ghost damage, number pop, etc.)
- Readable in peripheral vision at game speed? (yes / no)
- Readable on a TV at couch distance? (yes / no)
- What are all the states this ability can be in (ready, charging, on cooldown, disabled)?
- What distinct look (color, brightness, overlay like a radial sweep) does each state get so none overlap?
- How is the moment it becomes usable marked (flash, sound) to recapture the player's eye?
- When you watch the transitions at 60 frames per second, does each state still read, or does a transition disappear?
- Navigation tool (minimap / compass strip / world waypoint / edge arrow / object highlight)
- What it shows and what it deliberately omits
- When it appears and when it fades (distance, relevance)
- Genre fit reason (why this tool suits your game)
- Maximum on-screen markers allowed before it becomes noise
- Immersion vs coordination setting (sparse/diegetic ... rich/tactical)
- My health bar passes the frightened-player test: status is clear without looking directly at it
- No critical indicator relies on color alone; each pairs color with length, count, position, or pattern
- Bars and text hold contrast over both bright and dark backgrounds (outline or shadow)
- Ammo shows magazine prominently with reserve smaller, and warns when nearly empty
- Every ability state (ready, cooldown, charging, disabled) is visually distinct in motion
- Navigation markers are capped and fade with distance so the world is not buried in icons
Menus, Inventory, and Interaction Flow
- Inventory philosophy (abstract one-slot grid / spatial tetris grid)
- Total item capacity
- Visible grid dimensions (e.g., 6x10 all visible, or 5x4 scrolling)
- Reason for those dimensions (full overview vs larger legible icons)
- What the selection panel shows (name, stats, compare-to-equipped)
- Sorting and filtering options (type, rarity, newest)
- Rarity color ramp used (e.g., grey/green/blue/purple/orange)
- How the current selection is highlighted for gamepad traversal
- How many segments does your radial menu have (keep it 4-8), and what clear icon marks each?
- How is the currently aimed segment highlighted so it is unmistakable with a thumbstick?
- For your standard menu, where does the highlight move on up/down/left/right from each item, with no traps or dead ends?
- Which button glyphs do you show for confirm and back, and do they swap to match the connected controller?
- Common task (resume, restart, change volume, remap a control, save, quit)
- Number of steps/clicks to complete it today
- Is the current value shown without opening it? (yes / no)
- Is it appropriately confirmed if destructive? (yes / no)
- Convention honored (Esc/Start to pause, bottom face button to confirm)? (yes / no)
- Target steps after redesign
- I can navigate the entire UI with a controller alone, with no unreachable element or trapped highlight
- Selection state is always strongly visible since there is no cursor on a gamepad
- Radial menus have 4-8 segments with clear icons and a strong aimed-segment highlight
- Targets and text are sized generously for a TV at couch distance
- Onboarding teaches one mechanic at a time with contextual prompts, not a wall of text
- Accessibility options exist: UI scale/text size, color-blind support, remapping, subtitles
Game Feel, Feedback, and the Engine Handoff
- Action or event (button hover, button press, take damage, pickup, critical hit)
- Visual feedback (scale, glow, flash, shake, number pop)
- Easing curve (ease-out, slight overshoot/bounce, linear) and duration in ms
- Sound and/or haptic paired with it
- Intensity level (subtle for frequent, loud for rare)
- Does it ever obscure critical info at the wrong moment? (yes / no)
- Is there a reduced-motion / screen-shake toggle for it? (yes / no)
- What is your type system (display face for headers, legible face for body/numbers), and does it read at the target viewing distance?
- What is your tight color palette, and which saturated colors are reserved for critical signals (damage red, ready green)?
- What is your shape language (sharp vs rounded, heavy vs thin panels), and your icon set's consistent stroke and perspective?
- When you view the whole UI in grayscale, does the hierarchy and contrast still hold without color doing the work?
- Element name
- Anchor (which corner/edge/center it pins to)
- Is it 9-slice? If yes, where do the slice lines fall
- States exported (default, hover/focus, pressed, disabled)
- Export resolution, format, and naming
- Exact size, spacing, and color values
- Font and text size
- Animation easing and duration; updates every frame or static?
- Every key action has feedback matched in intensity to the event, kept short for frequent actions
- No flash, shake, or effect hides critical information at the moment it matters
- The UI style (type, color, shape, icons) is consistent across HUD, menus, and inventory
- All text and icons were tested at the real target size and distance, and survive grayscale
- Every element has an anchor defined and 9-slice lines marked where panels/buttons stretch
- All interactive states and icons are exported at target resolution with clean alpha and naming
- Specs are documented: sizes, spacing, color values, fonts, and animation timings
- Performance intent is noted: which elements update each frame and which effects cost draw calls
Your Action Plan
- Inventory every information element the player needs, then classify each with the diegesis matrix and choose its treatment.
- Sketch the HUD with safe-zone margins marked, placing urgent elements near the focal point and honoring position conventions.
- Spec each core indicator (health, shield, ammo, abilities) for instant legibility, never relying on color alone, and map every ability state so ready and not-ready can never be confused.
- Decide your navigation layer on the immersion-versus-coordination dial and cap on-screen markers.
- Design the inventory grid dimensions and selection panel to balance overview against legibility for your screen and input.
- Design menus and radial wheels for the gamepad first, defining focus order and selection state with no dead ends.
- Audit interaction cost on framing screens and pull frequent tasks closer to the surface; plan contextual onboarding.
- Plan juice and feedback for every key action with easing and durations, plus a reduced-motion toggle.
- Lock a UI style guide for type, color, shape, and icons, and test legibility at the real size and distance.
- Produce the engine handoff (anchors, 9-slice lines, exported states, full specs for Unity or Unreal), then navigate the whole UI with only a controller to catch unreachable elements before you ship.
Pairs well with
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