UI/UX Design — Interface & Player Experience
Design game interfaces that are invisible when they work and intuitive when discovered — HUDs, menus, feedback systems, and accessibility.
Inputs
- Game mechanics and systems (use
/mechanics-designfor reference) - Target platform (affects input method and screen real estate)
- Art style direction (use
/art-directionfor reference) - Accessibility requirements
Step 1: UI Inventory
List every screen and overlay the game needs:
IN-GAME (HUD):
├── Health / resource bars
├── Minimap / compass
├── Ability cooldowns
├── Ammo / item count
├── Objective tracker
├── Interaction prompts
└── Damage indicators
MENUS:
├── Main menu (title screen)
├── Pause menu
├── Settings (video, audio, controls, accessibility)
├── Inventory / equipment
├── Map (full)
├── Quest / journal
├── Skill tree / upgrades
├── Shop / vendor
├── Crafting
├── Character / stats
└── Codex / bestiary / lore
SYSTEM:
├── Loading screens
├── Save/load
├── Tutorial overlays
├── Achievement popups
└── Dialog / conversation UI
Step 2: HUD Design Principles
Information Hierarchy
┌─────────────────────────────────────────────────┐
│ [Objective] [Minimap/Compass] │ ← PERSISTENT
│ │
│ │
│ │
│ │
│ [Interact: E] ← CONTEXTUAL │
│ │
│ │
│ [HP ████████░░] [MP ██████░░░░] [1][2][3][4] │ ← PERSISTENT
│ [Ammo: 24/120] [Item: Potion] │
└─────────────────────────────────────────────────┘
HUD Rules
| Rule | Why |
|---|---|
| Minimal by default | Screen space = immersion. Less HUD = more game world |
| Context-sensitive | Show ammo when weapon is drawn, not while exploring |
| Glanceable | Player should read any element in <0.5 seconds |
| Consistent position | Health is always bottom-left (or wherever) — never moves |
| Color-coded | Red = danger, green = health, blue = mana — universal language |
| Scalable | Allow players to resize and reposition HUD elements |
Step 3: Menu Flow
Navigation Map
TITLE SCREEN
├── New Game → [Difficulty Select] → [Character Creation] → GAMEPLAY
├── Continue → [Save Select] → GAMEPLAY
├── Settings ─┐
│ ├── Video
│ ├── Audio
│ ├── Controls
│ ├── Gameplay
│ └── Accessibility
├── Credits
└── Quit
PAUSE MENU (in-game)
├── Resume
├── Inventory
├── Map
├── Quest Log
├── Settings
├── Save
└── Quit to Menu → [Confirm?] → TITLE SCREEN
Menu Design Rules
- Max 2 clicks to any feature from pause menu
- B / Escape always goes back — universal escape hatch
- Remember cursor position when returning to a menu
- No dead-end screens — every screen has a clear exit
- Preview changes in settings before applying (especially resolution)
Step 4: Feedback Systems
Feedback Layers
| Layer | Channel | Response Time | Example |
|---|---|---|---|
| Immediate | Visual + Audio | <50ms | Hit flash, button click sound |
| Confirmation | Animation + UI | 100-300ms | Damage number popup, XP bar fill |
| Reward | Fanfare + Screen | 500ms-2s | Level up screen, loot reveal |
| Progression | Summary | End of session | Stats screen, rank change |
Juice Checklist
Every player action should have at least 3 of these:
- Screen shake — impacts feel weighty
- Particles — sparks, debris, magic effects
- Sound effect — satisfying audio feedback
- Animation — squash & stretch, recoil
- Flash / color shift — hit confirmation
- Number popup — damage, XP, currency
- UI reaction — health bar shake, icon pulse
- Haptic feedback — controller rumble (if applicable)
- Slow motion — hit-stop on critical strikes
- Camera response — zoom, tilt, or flinch
Step 5: Accessibility
Accessibility Tiers
TIER 1 — MINIMUM (ship with these):
✓ Remappable controls
✓ Subtitles with speaker identification
✓ Scalable UI and text size
✓ Colorblind mode (deuteranopia, protanopia, tritanopia)
✓ Volume sliders (master, music, SFX, voice, UI)
TIER 2 — RECOMMENDED:
✓ High contrast mode
✓ Screen reader support for menus
✓ One-handed control scheme
✓ Toggle vs hold options for all inputs
✓ Difficulty modifiers (not just Easy/Hard)
✓ Motion sickness options (FOV slider, head bob toggle, screen shake toggle)
TIER 3 — EXCELLENT:
✓ Full audio descriptions
✓ Sign language interpretation for cutscenes
✓ Auto-aim / aim assist granularity
✓ Cognitive accessibility (simplified UI mode, objective reminders)
✓ Speed controls for timed events
✓ Skip options for non-gameplay segments
Accessibility Audit Checklist
- Can a player with no color vision complete the game?
- Can a deaf player follow the story and react to threats?
- Can a player with limited mobility use all mechanics?
- Can a player with low vision read all text and UI elements?
- Are all time-sensitive actions adjustable or skippable?
Step 6: Platform-Specific Considerations
| Aspect | PC | Console | Mobile |
|---|---|---|---|
| Input | Mouse + KB | Gamepad | Touch |
| Cursor | Precise | Snapping | Fat finger tolerance |
| Text size | 12px min | 24px min (10ft viewing) | 16px min |
| Menu depth | Deep ok | Max 3 levels | Max 2 levels |
| Tooltips | Hover | Hold button | Long press |
| Inventory | Grid + list | Grid with scroll | Scrolling list |
| Safe zone | Full screen | 90% (TV overscan) | Avoid notch/gesture areas |
Output
Save to artifacts/game-design/[project-name]-ui-ux.md including:
- HUD wireframe (ASCII or description)
- Menu flow diagram
- Feedback specification per mechanic
- Accessibility feature list
- Platform adaptation notes
Guidelines
- The best UI is no UI — if the game world can communicate it, skip the overlay
- Test on target hardware at target viewing distance
- Paper prototype menus before building them
- Don't innovate on navigation patterns — players expect Back to go back
- Accessibility is not a feature — it's a requirement
- Reference
/art-directionfor visual consistency with game style