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Effective game UI: a practical guide for studios

Dmytro Lunov

Written by

Dmytro Lunov Verified author

Head of Delivery and Program Director at Game-Ace

Dmytro leads Game-Ace delivery teams on game development, art production, game design, MVP prototyping, and Unity and Unreal Engine projects.

Published June 29, 2021 Updated September 9, 2026

Effective game UI is the visual and interactive layer that lets players read the game state and act on it without friction. Strong game UI keeps the HUD readable at a glance, groups menu actions by task, and adapts to the input device the player is holding. It is a distinct discipline from UX: UX shapes the whole player journey and pacing, while game UI is the surface where that journey is drawn.

If you are scoping a new HUD, a UI refresh, or a full style guide, talk to Game-Ace.

Game UI vs game UX: where the line sits

Game UI is the layer players see and touch: HUD, menus, icons, buttons, prompts, cursor states, and interaction feedback. Game UX is the wider discipline of onboarding, pacing, difficulty, reward loops, and long-term retention, and the complete game UX guide covers that scope. UI produces mockups, HUD layouts, iconography sets, interaction states, and a style guide. UX produces flows, wireframes, playtest reports, and analytics plans.

HUD design: what belongs on screen

Flat game UI style

Flat

Bubble game UI style

Bubble

Wooden game UI style

Wooden

Futuristic game UI style

Futuristic

Custom game UI style

Custom

HUD design starts with a short list of information the player must have at all times. For a shooter, that usually means health, ammo, current weapon, and a minimap or objective marker. For a strategy game, it is resources, unit selection, and time. Everything else belongs in a menu, a pause overlay, or a contextual popup.

Readability at a glance is the test. A player in combat should be able to check health in under half a second, which means large enough type, sufficient contrast, stable position, and no animation that hides the number when it changes.

Menus and diegetic vs non-diegetic UI

Menus fail when the information architecture does not match how players think about the game. Group settings by task, not by engine subsystem. Video, audio, controls, and accessibility belong at the top; developer or debug options belong out of the main flow. Pause menus deserve extra care because players open them mid-tension, keep the resume action large and in a stable position.

Borderlands 3 game UI

Borderlands 3

Assassin's Creed 2 game UI

Assassin’s Creed 2

Mass Effect Andromeda game UI

Mass Effect Andromeda

Gran Turismo 5 game UI

Gran Turismo 5

Non-diegetic UI sits over the game world, a health bar in the corner, a minimap in the top right, fast to read and easy to iterate. Diegetic UI is drawn inside the world, a health indicator on the character’s armour, a compass on a wrist device, supporting immersion but taking more art time. Most shipping games use a hybrid: diegetic elements where the pace allows and non-diegetic overlays where speed matters.

Mobile touch UI and safe zones

Mobile game UI has to respect the physical hand. Interactive elements need a minimum touch target of roughly 44 to 48 pixels on standard density, and controls should sit inside the reachable arc for thumbs. Safe zones are the region of the screen that stays visible and free of system overlays, excluding the notch, the home indicator strip, and rounded corners. Portrait and landscape need separate layouts, a single scaled layout usually breaks either thumb reach or text density on one orientation.

Rage of Bahamut mobile UI, a three-screen collage

Rage of Bahamut

Knight - Stack Jump mobile UI by Game-Ace, a four-screen collage

Knight – Stack Jump

Controller UI and accessibility

Controller UI adds constraints that touch and mouse-keyboard do not. Menus need a clear focus state, predictable navigation order, and a visible cursor or highlight. A useful rule is that every UI screen must be fully operable on the slowest input device the game supports.

Accessibility widens the audience and, in many markets, is a procurement requirement. Baseline options include adjustable text size, high-contrast HUD, colourblind palettes for gameplay-critical colours, remappable controls, and subtitle background. The WCAG 2.2 guidelines from the W3C give useful contrast ratios and text targets that transfer well to game UI. Colour alone should not carry meaning, if a friendly unit is green and an enemy is red, add a shape or icon difference as well.

Style guide and tools

A UI style guide documents type ramp, colour palette, iconography rules, spacing tokens, interaction states, and motion language. Without it, each new screen drifts and the game accumulates small inconsistencies. For visual foundations, see game art design and 2D game art.

Figma is the current standard for UI mockups and style guides. In-engine, Unity offers UGUI, the mature system most shipping mobile games use, and UI Toolkit, a newer retained-mode system with USS styling well suited to data-driven menus. Unreal uses UMG, a designer-friendly layer over the Slate framework.

Iteration and playtesting for game UI

Game UI is rarely right on the first pass. Ship the first version into a playable build, watch new players read the HUD and open menus, and note every place they hesitate, misclick, or ask a question. Small structured playtests, five to eight participants per round, catch most UI issues before wider testing.

Common HUD approaches

The table below summarises the four common HUD approaches and where each fits best.

HUD approach What it looks like Best-fit genres Best-fit platforms
Minimal HUD Only critical info shown; elements fade in when relevant. Exploration, walking sims, atmospheric adventure. PC, console, high-end mobile.
Full HUD Health, ammo, minimap, objectives always visible. Shooters, MOBAs, MMORPGs, strategy. PC, console, tablet.
Diegetic UI Info drawn inside the world on the character or gear. Immersive sims, survival, VR titles. PC, console, VR.
Hybrid Diegetic flavour plus non-diegetic overlays for speed. Action RPGs, shooters, adventure with combat. All platforms.

A game UI case from the Game-Ace portfolio

Welcome to Ships At Sea, a maritime simulator by Game-Ace

Ships At Sea maritime simulator by Game-Ace

Ships At Sea is a large-scale multiplayer maritime simulator built in Unreal Engine 5, where Game-Ace’s team supported readable feedback for water interaction and weather transitions so commercial fishing and cargo operations stay clear to players in a busy multiplayer scene.

When to talk to Game-Ace about game UI

Game-Ace has designed and shipped game UI across mobile, PC, console, and VR since 2005, with a 120+ specialist team covering UI design, engineering, art, and QA. If a HUD refresh, new menu system, or platform port is on the roadmap, Game-Ace’s custom game development studio can plan the scope, produce the mockups, and deliver the in-engine implementation as a full-cycle or co-development engagement. See also hire game artists.

Frequently searched questions about game UI

Figma is the dominant tool for UI mockups and style guides, with shared libraries and prototyping that most teams rely on for handoff. In-engine, Unity teams pick between UGUI for mature mobile projects and UI Toolkit for newer data-driven interfaces, while Unreal teams use UMG on top of Slate.

Safe zones are the parts of the screen that stay visible across iOS and Android devices, excluding the notch, the home indicator, and rounded corners. Interactive elements need a minimum touch target of about 44 to 48 pixels on standard density, and controls should sit inside the reachable thumb arc.

Controller UI needs a clear focus highlight, a predictable navigation order, and stable stick or D-pad mapping across every screen. Touch UI needs generous target sizes, thumb-reachable positions, and no reliance on hover states. A menu that works on mouse can still fail on controller if tab order was never defined.

The WCAG 2.2 guidelines from the W3C are the closest general standard and give useful values for contrast ratio and text size. Game-specific patterns come from the IGDA Game Accessibility SIG and platform certification rules on consoles. Baseline options usually include remappable controls, adjustable text size, subtitle background, and colourblind palettes.

Iterate whenever playtesters hesitate, misclick, or ask a question about what an element means. Lock the layout only after a round of structured playtests shows the HUD is readable at speed and menu tasks are completed without confusion. For live games, most teams schedule small HUD passes with each content update.

The HUD for a shooter usually keeps a compact set of essentials in fixed positions:
  • Health and shields, sized to be readable during motion.
  • Ammo and reload state, near the crosshair or in the opposite corner.
  • Weapon icon and switch state.
  • Minimap or objective compass.
  • Damage direction indicator.
  • Contextual prompts (interact, revive, pick up).

A game UI style guide documents the type ramp, colour palette, iconography rules, spacing tokens, interaction states, and motion language. It also captures naming conventions for components and any engine-specific rules for how components are built in UGUI, UI Toolkit, or UMG.

Cost depends on scope, platform coverage, and whether the engagement includes only mockups or full in-engine implementation. A focused HUD refresh with a small menu set can start from around €10,000, while a full style guide with mockups, in-engine implementation, controller and mobile parity, and accessibility options usually falls in the €30,000 to €90,000 range.
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