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title: HUD design (in-game heads-up display elements) applies_to: [game-ui, hud, in-game] version: 1.0.0 last_updated: 2026-05 stability: stable


HUD design

The HUD (Heads-Up Display) is the always-visible overlay during gameplay. It tells the player what they need to know without breaking the flow.

Read game-ui-fundamentals.md first.

What goes in HUD vs not

In HUD (always visible during play): - Health / mana / stamina. - Crosshair / aim reticle. - Ammo / current weapon. - Currency / score. - Mini-map / radar (genre-dependent). - Cooldowns of active skills. - Critical alerts (low health, no ammo).

NOT in HUD (open via menu): - Full inventory. - Stats / character sheet. - Settings. - Friends list. - Quest details (summary OK, details menu).

The HUD competes with gameplay for attention. Less is more.

HUD layout patterns

FPS HUD

                                           [mini-map]
[objective banner ───────────────────────]
                                              [killfeed]
                                              [ ... ]
                                              [ ... ]
                       [crosshair]
                                              [target damage]


[health bar] [armor]                          [ammo] [grenades]

Compact. Center stays clear for aim. Information clusters in corners.

MMO / RPG HUD

[player frame: HP / MP / stamina]               [mini-map]
[buffs / debuffs]                               [target frame]
[chat ────]                                     [quest tracker]
                                                [...]
                                                [combat log]
[hotbar 1 (1-9 keys)]                           [hotbar 2 (F1-F9)]
[hotbar 3 (Shift+1-9)]

Dense. Player has many concurrent inputs to track. Modular — players reposition / hide elements.

Mobile gacha HUD

[currency 1]  [currency 2]  [currency 3]  [stamina/energy] [profile]

                  [main game area]
                  [character / scene]


[skill 1] [skill 2] [skill 3]   [auto] [2x speed] [pause]

Currencies prominent (gacha = always selling). Auto-battle + speed control essential. Skills in thumb zone.

Mobile casual HUD

[score]                         [pause]
[lives ❤❤❤]                     [coins]


            [game board]



[power-ups: 3 buttons]

Minimal. Score + lives + power-ups; nothing else.

Health bars

The single most-iterated UI element in games.

Bar types

Type Use
Linear bar Default; "X HP / Y HP" or just bar
Segmented bar Each segment is a hit (Zelda hearts)
Circular Cinematic; matches icon style
Layered Shield + health + barrier separately
Radial / context Gear of War's blood-vignetting
Diegetic Health on character body / vehicle (Far Cry, Forza)

Health bar rules

  • Damage delay — when hit, bar drops to new value over 200-400ms (not instant). Player sees the damage happen.
  • Recent damage indicator — second bar showing damage taken in last 1-2s (Tekken-style). Helps player track combo damage.
  • Color shift — green→yellow→red as health drops. Color blind alt: shape / pattern change.
  • Critical state — visual emphasis when < 25% (pulse, screen edge red).
  • Regen — animated fill if regenerating.
  • Permanent damage cap — for games with overheal / shield: separate visual.

Korean MMO health bar tradition

  • Often labeled with exact numbers ("8420 / 12000 HP").
  • Multiple buffs / debuffs stacked underneath.
  • Frame heavy / decorated (gold leaf borders for high-tier characters).

Ammo / resource counters

[icon] 30 / 120
       ▲    ▲
   current  reserve

Counter rules: - Tabular numerals (digit alignment): font-feature-settings: "tnum". - Reload state: visible animation / icon swap during reload. - Out of ammo: emphasis (red, pulse, "RELOAD" prompt). - Different ammo types: icon + count per type, or active-type only.

Crosshair / reticle

For shooters: - Static dot: precision shooting (Valorant, CS). - Dynamic spread: expands during recoil (CoD, Apex). - Hit marker: brief X-shape on hit. - Damage indicator: outer ring pulses red when taking damage from a direction.

Customizable: - Color (bright red, neon yellow, white). - Shape (dot, plus, T, custom). - Outline (for visibility on any background).

Required for accessibility.

Mini-map

Element Notes
Player marker Center; rotates with view OR fixed-north
Allies Blue dots / icons
Enemies Red (when visible)
Objectives Yellow / gold marker
POI / quest Distinct icons
Compass N / E / S / W; or angle indicator

Rotation: - Rotating mini-map: easier for new players (always points the way they're facing). - Fixed north: better for spatial memory; competitive players prefer.

Many games offer toggle.

Damage numbers

Float-up text showing damage dealt:

Hit                       150
Critical                 320!
Heal              +84
Miss                    Miss

Style: - White / yellow for damage. - Red for critical / huge damage. - Green for heal. - Float up + fade over 800-1500ms. - Stack to one side if many.

For "loot games" like Diablo / Path of Exile / Lost Ark: damage numbers are core; players read DPS from these.

For more cinematic games (RDR2, God of War): damage numbers off, hit feedback via animation / sound only.

Cooldowns

Skill icons on hotbar with cooldown indicator:

┌──────┐
│ ⚔    │   ← skill icon
│      │
│  3.2 │   ← seconds remaining
└──────┘
   ▒▒▒▒    ← sweep / fill animation

Animation: - Radial sweep (clock-face style): most common, intuitive. - Vertical fill: bar fills bottom-to-top. - Desaturate + number: icon grayed out + countdown number.

Players need to read cooldowns at-a-glance during combat. Don't make sweep too detailed; readability > beauty.

Buffs / debuffs

Icons showing active effects:

[⏳ Speed +20% — 12s] [☠ Poison — 8s] [✨ Shield — 30s]

Layout: - Row of icons; new buffs add to right. - Timer overlay (number or bar). - Color: green for buff, red for debuff, blue for neutral. - Click / hover (PC) for description. - Stacks: number badge "x3".

For high-density combat: 5-15+ buffs / debuffs simultaneous. Group by type (offensive, defensive, status).

Floating quest markers

3D world markers: - Above NPCs: ! (new quest), ? (turn-in), ... (in progress). - On waypoints: floating diamond / arrow. - Compass markers: indicator at top of screen for off-screen objectives. - World waypoint: pillar of light reaching skyward.

Don't over-clutter. One active waypoint at a time, unless player explicitly multi-tracks.

Notifications

Transient messages:

Type Style
Item picked up "+ 5 gold" / "Got: [Item icon] Sword"
Quest update "New quest: [Name]" with subtle banner
Achievement Larger banner, satisfying sound, often persistent for 3-5s
Level up Big celebration: particles, sound, persistent
Death Modal full-screen interrupt

Slide-in, hold, fade-out. Total duration: - Item pickup: 1-2s. - Quest update: 3-5s. - Achievement: 4-6s. - Level up: 5-10s with full effects.

Stack notifications (if many fire fast); newer pushes older down or replaces with summary ("+5 items").

Subtitles / dialogue

Style Use
Bottom-center overlay Most action / cinematic
Speech bubble (3D world) Cute / cartoon
Side panel Visual novels
Choice list Branching dialogue

Subtitle config (always): on/off, size, background opacity, speaker name. WCAG-aligned options.

For Korean: 자막 (subtitle) commonly bottom-center, white text + black outline + semi-opaque dark band, NanumSquare or Pretendard, larger than English equivalent.

Adapting to widescreen / ultra-wide

Modern games support 16:9 / 21:9 / 32:9 ultra-wide. HUD must adapt:

  • Anchor HUD elements to screen edges (not center percentages).
  • Stretch background but anchor UI.
  • Fix FOV — don't let ultra-wide give competitive advantage in PvP (clip to standard FOV).

For mobile: handle different aspect ratios (16:9 vs 18:9 vs 19.5:9 vs foldable).

Customization

Modern games offer HUD customization: - Move elements (drag positions). - Resize (scale individual elements). - Hide (toggle elements off — minimalist play). - Themes / skins (purchased or unlocked). - Color presets (color-blind modes, brightness presets).

Save customization per-player profile.

Performance

HUD renders every frame. Performance matters: - Use sprite-based rendering (texture atlas) — minimize draw calls. - Update only when state changes (don't re-layout every frame). - Animations on GPU when possible. - Mobile: target 60fps; pre-budget UI overhead.

Don't

  • Don't put critical info in screen edges that get cropped on smaller TVs / mobile screens.
  • Don't make health bars subtle — players need fast read.
  • Don't auto-hide HUD with no opt-out.
  • Don't ignore color-blind alternatives (shape / pattern).
  • Don't over-decorate. Function over flourish.
  • Don't lock HUD to one resolution. Scale via UI scale option.
  • Don't put long text in HUD. Reserve text for menus / dialogue.
  • Don't ignore audio. UI sounds matter as much as visual.

Cross-reference