The HUD is part of the design
8 min read
By Eduardo Orellana ·
Treat the interface as trim and you waste it. A health number, a marker, a dimmed ability: each one is an instruction about what matters right now.
The frame is telling you the rules
A HUD gets bolted on at the end, once the real systems are done, and that timing is how it becomes clutter. The frame is a system. A number that flashes is telling you to panic. A marker is telling you the world is not to be trusted without help. An ability icon that dims is a cooldown you will plan around. None of that is trim.
The design question is what the player must know without looking at the world, and what they must look at the world to know. Put the second category on the HUD and you have taught them to stare at the corner. Leave the first category off and you have made a readable game into a guessing game. Dead Space puts the health on the spine of the suit so the knowledge stays on the body. That is not taste. That is a decision about where the eyes should be during a fight.
The interface is part of the design, not a late addition
Your HUD is design work, not trim applied at the end. Treat it as a chore to be bolted on once the "real" systems are done and you give up one of the strongest levers you have.
Every element earns its place by changing something. A health bar, an ammo counter, a targeting line, a danger icon, a button prompt: each one steers what the player understands, what they tune out, and how far ahead they plan.
Most HUD elements fall into one of two jobs, and it helps to name them. Some are gauges. Some are previews.
What gauges do: expose the state you cannot see
A gauge takes something the game already knows and makes it readable. Health lives as a number until a bar turns it into a state you can glance at. An enemy's plan stays opaque until a view cone, a movement range, or an attack indicator spells it out.
Slay the Spire is the clean demonstration. In early development the enemies gave nothing away, so a turn came down to guessing whether to swing or to block. Adding intent icons above each enemy turned the same turn into a puzzle with a solution, because the player could finally plan against what was really coming.
Read that as the standard for a gauge: make the present, or the very near future, legible enough that guessing stops being the play.
What previews do: show the outcome before commitment
A preview answers the other question the player has, which is what this button will actually do to the world before they press it.
The plainest form is the contextual prompt for opening a door, climbing into a vehicle, or grabbing an item. Richer ones do far more: grenade arcs, grapple indicators, lock-on markers, and the tactical line that traces exactly where a unit ends up.
Specter Knight's dash slash in Shovel Knight is the case study. The move is contextual, cutting through certain objects and firing the character out the far side. A different pose was not enough to say when it would trigger or where it would leave you. A plain targeting indicator showed the consequence while the choice was still open.
The payoff is confidence. Players commit to a move because they can see where it lands, not because they are hoping.
Why showing more is not the same as helping more
Every hidden variable is a candidate for the screen, and every future state is a candidate for a preview, but showing them all makes the game harder to read rather than easier.
Attention is the limit. Fill the frame with meters, icons, warnings, numbers, objective markers, and prompts that all compete at the same volume, and the player spends effort untangling the display instead of playing the situation in front of them.
None of that is an argument for stripping the interface out. An ammo counter lowers the load, because counting every shot fired in a loud fight is work no player should have to do. The bar to clear is relevance and digestibility: the thing that matters, at the moment it matters, in a form that reads instantly.
Ranking information so the urgent thing lands
Hierarchy is how you keep a busy screen readable. Weight, color, size, placement, motion, and sound are the tools that say which piece of information is the one to act on right now.
Give everything the same intensity and you have said nothing. The trespassing warning in Hitman shows both sides of that. A quiet label in the corner slips past you even when the state it reports is critical. Make it brighter, give it movement, back it with a sound cue, and it becomes something you cannot fail to register.
Thinking in reads helps. The first read is the core gameplay information. The second is context or threat. The third is detail you only want when you go looking. Because the situation keeps moving, a single element travels between those reads: a quiet status turns urgent, then settles back once the player has dealt with it.
Letting elements appear only when they are relevant
Ask of every element whether it needs to be on screen at all times, because most do not. A boss health bar means nothing before the boss shows up. A player health bar may only be worth showing in a fight. A navigation hint can wait until directions are asked for.
Timing an element to its moment declutters the frame without taking anything away. Ghost of Tsushima leans on this, keeping combat information out of sight while you explore and bringing it back when the sword is drawn.
Presentation is the other half of it. Plenty of games want to look cinematic, and that is a fair goal, but comprehension is not the thing to trade for it. The question is not whether to delete the information; it is how to show it more gracefully.
Putting information inside the world, and what that costs
Diegetic UI moves the display into the fiction itself. Dead Space is the reference: Isaac's health and stasis are printed on his suit, ammo reads off the weapon, and the inventory unfolds as a hologram standing in the room with him.
Atmosphere is only part of what you get. Alien Isolation's motion tracker functions as a minimap, but it is an object the player physically holds, so raising it means lowering your weapon. Turning information into a physical thing turns reading it into a decision with a price.
You can push the idea past screens entirely. A battered car in Wreckfest reports its condition through the damage you can see on it. Mario's size is his health. Animation, breathing, posture, and visible gear all carry state that would otherwise need a meter drawn over the top of the game.
Holding information back to change how players feel
Clarity is not always the goal. Designers sometimes make a game deliberately harder to read, because uncertainty produces fear and pushes decisions from arithmetic toward instinct.
The Last of Us Part II runs that shift inside one game. Early enemies shout plans in language you understand, so you can work out what is coming. Later ones coordinate with sharp whistles that resist interpretation on purpose. The information is gone, and the encounters get scarier for it.
Reigns arrived at the same lesson from another direction. With exact stat values and precise outcomes on display, players optimized the meters and skimmed past the writing. Blurring those values into rough bars pulled attention back to the story, and choices started being made on feel.
Precision is the dial. A number invites you to calculate, a bar invites you to estimate, and a vague warning leaves you with your gut.
How far a preview reaches shapes the skill curve
Previews carry the same dial. Reach farther into the future, or report it more exactly, and the player's plan gets correspondingly specific.
Specificity is not free, because a plan handed to you is a plan you never learned to make. Peggle sets the balance well: the standard aim guide stops at the first hit, so predicting the ricochet after it stays your job. A guide that keeps going past that point is strong enough that the game sells it as a special ability.
Racing games do this with the driving line. At easier settings the line lays out the racing path and the braking points; crank the difficulty and it disappears, because you are now expected to know the track yourself. The interface is a difficulty control, not just an accessibility toggle bolted on at the end.
When a mechanic resists display, the mechanic is the problem
The relationship runs both ways. UI serves the design, and it also decides what the design is allowed to contain.
Into the Breach lays out every enemy action on a small grid before you take a turn, and that guarantee is the whole game. Protecting it meant cutting or reworking anything that broke the display: long chains of cause and effect, sprawling area attacks, and mechanics that turned the prediction layer into noise.
Hearthstone accepted comparable limits. The cap on minions is partly just how much fits legibly on a board, and some card powers were reshaped because there was no clean way to present what they did.
So the interface is not a patch for a mechanic that does not read. A mechanic you cannot show is usually a mechanic that wants simplifying, and you find out which one you have by playing the build rather than arguing about it. HUD design sits with combat, systems, level design, difficulty, and story, because it sets the ceiling on what the player can understand.
Build it in Flockbay
In the Flockbay app, build the fight first with no interface, and notice what you wish you knew. Add only that. Play again. If your eyes sit in the corner, you added a second game. Move the fact onto the body or the world, or delete it.
An AI FPS maker and a first-person horror template will offer a full bar by default. Start from zero.
Keep reading
- Health tells you where to stand
- Tough is not the same as smart
- Assist mode is a tone of voice
- CHEW YOUR FOOD takes an eye and never gives the camera back
- Open Waters takes away the map and makes you navigate
- Undead Chronicles takes the HUD away and slows the zombies down
- Decide what the screen shows the player in a first-person game made with AI
The HUD worth shipping shows the right thing, at the right precision, at the moment it matters. Get your own game running and see which of yours does that.
More notes on designing games