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¶
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¶
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:
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:
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:
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¶
knowledge/game-ui/game-ui-fundamentals.md— categories, genresknowledge/game-ui/menu-systems.md— full menusknowledge/game-ui/korean-gaming-conventions.md— KR conventionsknowledge/game-ui/game-accessibility.md— a11y in gamesknowledge/motion/principles.md— animationexamples/component-game-hud.md— HUD spec