H. Idris / Game UI/UX Designer

Notes on game UI

Everything here comes out of client work: the questions studios actually ask before they hire, and the problems I keep fixing on other people's screens. No trend roundups.

Written by Hadjoudj Idris, Game UI/UX Designer. Six years of menus, HUDs and full interface systems, including a title shipped on Steam.

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49 articles

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The same counter set twice: proportional figures jittering as the number changes, and tabular figures holding their position
Visual craft 9 Sep 2026 10 min read

Typography for game UI: the part players read under pressure

Interface type is read in half a second, at speed, over moving artwork, by somebody who did not come to your game to read. Almost every rule that applies to a book works against you here, and the fixes are specific.

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The same icon at four sizes, its silhouette tested in solid black, and a grid showing the shared stroke weight across a set
Visual craft 9 Sep 2026 9 min read

Icon design for games: sets that still work at 32 pixels

An icon has about a fifth of a second and a few hundred pixels to say what a thing is. Most game icon sets fail not because the drawings are bad, but because they were drawn large, one at a time, by different rules.

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An interface palette built from roles: a neutral ramp, one accent, and state colours, shown again desaturated with the meanings still intact
Visual craft 9 Sep 2026 9 min read

Colour in game UI: a palette that sits on top of your game

Your interface sits on top of artwork somebody spent months on, in a scene whose colours change every second. That is a different colour problem from designing a poster, and most game palettes fail because they were built like one.

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A screen transition drawn as a timeline: the panel entering from the direction it was opened, the content arriving after the frame, and the durations marked
Visual craft 9 Sep 2026 9 min read

UI animation: motion that helps, and motion that shows off

Good interface motion is invisible: the player knows where they are and never waits. Bad interface motion is the first thing a reviewer mentions, and it is almost always the same handful of mistakes made with good intentions.

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The same screen at three fidelities: a grey wireframe, a clickable prototype with focus order drawn on, and the finished screen
Process & craft 9 Sep 2026 9 min read

Wireframes to prototype: how game UI actually gets designed

Clients often expect the first thing they see to look like the game. What they get is grey boxes, and that grey is the point: it is the stage where changing your mind is free, and it is the only stage where anyone reads the layout instead of the art.

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A budget broken into discipline shares, with the costs teams forget stacked on top of the visible development bar
Production 9 Sep 2026 8 min read

What a game actually costs to make

Most budgets I see are the cost of building the game and nothing else. The problem is that building it is the part everyone remembers to count, and it is rarely the part that sinks a project.

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The phases of a project laid across a timeline, overlapping, with the certification window and the launch date marked at the end
Production 9 Sep 2026 7 min read

How long a game takes: prototype to gold

Every project I join has a date. Roughly a third of them hit it. The difference is almost never how fast the team works, it is whether the schedule was built from the phases or from the deadline backwards with hope in the gaps.

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A milestone laid out as deliverables with a definition of done against each, a sign-off window, and the slippage decision drawn as three routes
Production 9 Sep 2026 8 min read

Running milestones: definitions of done, sign-off and slippage

A milestone that says "UI pass" is not a milestone, it is a hope with a date attached. I have delivered against both kinds, and the difference in how the month goes is not small.

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A game drawn as horizontal layers with one narrow column taken through all of them at full quality, and the rest left grey
Production 9 Sep 2026 7 min read

The vertical slice: what goes in it, and what to leave out

A vertical slice is one narrow column of your game taken through every layer at shipping quality. Not a demo of everything at sixty percent, which is what most teams build and what no publisher is asking for.

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A feature list sorted by cost against value, with the cut line drawn through it and the load-bearing features marked
Production 9 Sep 2026 8 min read

Scope: cutting a game down to something you can finish

Almost every unfinished game was finishable at some point. The moment it stopped being finishable is rarely dramatic: it is a series of reasonable additions, each of which made the game better and the project longer.

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The capsule set at their real proportions, the small capsule shown at thumbnail size where most players first meet it, and the screenshot grid beneath
Store & launch 9 Sep 2026 8 min read

Your Steam store page: capsules, screenshots and the first three seconds

Your capsule is a few hundred pixels wide in a scrolling list, next to forty other games, and it gets about a second. That image decides whether any of the years you spent on the game are ever seen.

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Eight weeks counted down as a track, with build lock, submission, the store page and launch day marked on it
Store & launch 9 Sep 2026 6 min read

The last eight weeks: a launch checklist

The last eight weeks are not the last eight weeks of development. They are a different job: freezing, checking, submitting, and resisting the urge to add one more thing.

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A small team's pipeline drawn as a loop: source control at the centre, feeding builds, feeding playtests, feeding the task list
Production 9 Sep 2026 8 min read

Tools and pipeline for a small game team

Nothing about tooling is interesting until the day someone overwrites three days of work, or the build machine turns out to be one laptop. The setup that prevents both is a couple of days at the start of a project and it is never a couple of days later.

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The same screen built twice: a uGUI hierarchy of GameObjects on one side, a UXML tree with a stylesheet on the other, and the split where each one wins
Unity 8 Sep 2026 10 min read

uGUI or UI Toolkit: which to build your game's UI in

Unity ships two UI systems and the internet will tell you the new one wins. It is not that simple: one of them is still what Unity recommends for runtime, and the other is where the development is going. Here is how to choose without betting the project on a forum post.

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A canvas split into three by change rate, with the rebuild cost concentrated in the one element that updates every frame
Unity 8 Sep 2026 11 min read

Why your Unity menus tank the frame rate

The menu opens and the frame time doubles. Nothing in it moves, nothing is expensive to draw, and yet the profiler says the interface is costing more than the game. Here is what is actually happening, in the order it usually happens.

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A base button prefab with three variants branching from it, feeding a screen assembled from components rather than drawn once
Unity 8 Sep 2026 10 min read

Prefabs, variants and a Unity UI kit that survives the project

Six months in, changing a button means opening forty screens. That is not a Unity problem, it is a structure problem, and it is decided in the first week by whether the interface was built as components or as pictures of screens.

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A scroll view with a pool of item slots recycling as the list moves, and the focused row pulling the view with it
Unity 8 Sep 2026 11 min read

Inventories, shops and leaderboards: fast lists in Unity

The inventory opens and the game stutters. Five hundred items became five hundred GameObjects, each with a layout group, all instantiated in one frame. Long lists are the most common performance and usability failure in game interfaces, and both halves are fixable at design time.

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A world-space canvas standing in a scene at metre scale, angled to face the player, with a pointer ray meeting it and the reading cone marked
Unity 8 Sep 2026 11 min read

World-space UI in Unity: screens in the room, not on the glass

A canvas set to World Space arrives one thousand units wide, blurry, and behind the wall. None of that is a bug. World-space UI has its own rules for scale, legibility and interaction, and they are the difference between a hologram and a smeared texture.

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A drop-off curve across the first session, with the steps players are lost at marked and the first moment of play pulled earlier
Game UX 8 Sep 2026 11 min read

The first ten minutes: onboarding that does not feel like a tutorial

Most of the players who will ever quit your game quit in the first session, and most of them quit before anything you were proud of has happened. Onboarding is not the tutorial. It is the shortest path from the icon to the reason they downloaded it.

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Five test sessions side by side, with the same three problems recurring across them and the rest appearing once
Game UX 8 Sep 2026 10 min read

How to run a playtest that tells you something

You cannot play your own game for the first time, and neither can anyone who built it. A playtest is the only way to see the game the way a stranger sees it, and most teams either skip it or run it in a way that produces reassurance instead of information.

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A menu tree flattened from four levels to two, beside a level path where a landmark, a light and a marker lead the player to the same door
Game UX 8 Sep 2026 9 min read

Where do I go? Navigation, menus and wayfinding

Players say they are lost about two completely different things: they cannot find the screen they want, and they cannot find the place they are meant to go. Both are navigation, both are cheap to fix early, and both are invisible to the people who built the game.

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One input traced across a timeline: the acknowledgement, the result, and the change of state, with the gap where players press again marked
Game UX 8 Sep 2026 9 min read

Feedback: how a game tells the player it heard them

A player presses a button and nothing happens for a quarter of a second. In that silence they press again. Everything that goes wrong next, the double purchase, the cancelled action, the sense that the game is unresponsive, comes from a gap that was never designed.

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A confirm dialog rewritten: a vague title with OK and Cancel beside the same dialog with a question, a consequence and two verbs
Game UX 8 Sep 2026 9 min read

The words in your game: buttons, tooltips, errors and item text

Every string in your game is interface. The button that says OK, the tooltip that describes a stat nobody understands, the error that says something went wrong. These are the cheapest things in the game to fix and among the most expensive to get wrong.

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A system diagram on one side and the screen it forces on the other, with three currencies and a hidden modifier tracing to the clutter they cause
Game design 8 Sep 2026 9 min read

Your UI problem is usually a systems problem

When a screen will not come together, the instinct is to redesign the screen. Often the screen is fine and it is being asked to display something that cannot be displayed clearly, because a decision two months upstream made it impossible.

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Three progression curves across a playthrough, with the reward gaps widening and the wall where players stop marked
Game design 8 Sep 2026 9 min read

Progression that keeps players: unlocks, upgrades and pacing

Progression is the reason a player opens the game tomorrow. It is also the system most often designed as a list of numbers and then handed to somebody to fit on a screen, which is why so many upgrade trees feel like admin rather than reward.

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The seconds between death and playing again, measured twice: a long path through menus, and a short one straight back into the run
Game design 8 Sep 2026 9 min read

Difficulty, failure and the moment players quit

Players will fail your game hundreds of times and keep playing. They will also fail once and close it forever. The difference is not how hard the game is, it is what failing costs them and whether they understood it.

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An economy drawn as flow: sources feeding a balance, sinks draining it, and the point where a stalled sink turns into hoarding
Game design 8 Sep 2026 8 min read

Currencies, sinks and prices: an economy players understand

An economy is a set of numbers with a communication problem attached. Players do not experience your spreadsheet, they experience whether they can afford the thing they want and whether earning it felt worth the time. Both of those are decided as much on the screen as in the balance.

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A core loop with each verb branching into the screens it requires, and each screen expanding into its states
Game design 8 Sep 2026 9 min read

From core loop to screen list: turning a design into something you can build

A design document says what the game is. A screen list says what has to be built, in what order, and what it will cost. Turning the first into the second is a half-day of work that most projects skip, and then spend the rest of production paying for.

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The same interface twice: left with every edge landing differently, right with one shared edge
Process & craft 7 Sep 2026 10 min read

Your game UI looks amateur. Here is usually why

It is almost never talent, and it is almost never the artwork. It is eight small failures of consistency that stack up until a screen looks unfinished. Here is each one, why it happens, and the order I would fix them in.

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A five-phase schedule across eight weeks, with the deadline marked at the end
Hiring & budgets 7 Sep 2026 9 min read

How long does it take to design a game's UI?

Design time and calendar time are two different numbers, and the gap between them is where launch dates go wrong. Here is how long each stage really takes, what makes it longer, and how to schedule interface work so it lands before your milestone rather than after it.

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One decision branching into three routes: one designer, a studio team, and a shelf of ready-made kits
Hiring & budgets 7 Sep 2026 9 min read

Freelance, studio, or asset store: who should design your game's UI?

I am a freelancer, so treat my conclusion with appropriate suspicion and check the reasoning instead. Here are the three options compared on cost, risk and what actually arrives, including the cases where a kit or a studio beats hiring someone like me.

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A main menu wireframe: title lockup, a vertical action list with Continue holding controller focus
Process & craft 7 Sep 2026 9 min read

Main menu design: what every game menu needs

It is the first screen anyone sees, it appears in every screenshot you will ever take, and it is usually designed in an afternoon near the end of production. Here is what belongs on it, in what order, and the decisions that make it feel like a real game rather than a template.

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A player journey with retention underneath it, and the cliff where players stop
Process & craft 7 Sep 2026 11 min read

Game UX design: what it actually is, and when your game needs it

UX is the part people cannot see and cannot stop feeling. It is not how the menu looks, it is whether players understand your game, get through the first ten minutes, and can find the thing they came for. Here is what the work is, and how to tell whether your game needs it.

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The same mark drawn at five sizes from store capsule down to favicon, plus a one-colour version
Logos & identity 7 Sep 2026 9 min read

Game logo design: what makes one work, and what it costs

A game logo has a harder job than a company logo. It has to work as a Steam capsule, an app icon, a 16-pixel favicon, a watermark on a stream and a print on a t-shirt, often in one colour. Here is what makes one survive that, and what it costs to get.

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Plan view of a VR player: the comfort arc, panels angled to face them, and a pointer ray
VR & immersive 7 Sep 2026 11 min read

VR UI/UX design: what changes when the interface is in the room

In VR the interface is not on the screen, it is in the room with the player, and most flat-screen habits actively hurt. Here is what changes, which rules are comfort constraints rather than preferences, and how to design an interface people can use for an hour without taking the headset off.

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A Unity canvas at two resolutions with elements pinned to their anchors, and a nine-slice grid
Unity 7 Sep 2026 12 min read

Designing game UI for Unity: a handoff that actually gets built

The gap between a design and a built interface is where most game UI quality is lost. This is what Unity actually needs from a design, why layouts break when they hit a real resolution, and the handoff package that gets your screens built the way you drew them.

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A phone in portrait with the thumb reach arc drawn across it, the safe area inset from the notch and gesture bar, and the primary action inside the arc
Mobile & handheld 7 Sep 2026 12 min read

Mobile game UI design: thumb zones, safe areas and the screens that pay

A phone is not a small monitor. It is held in one hand, in motion, often in daylight, and part of the screen is covered by the thumb that is playing the game. This is what actually changes when you design a game interface for mobile, and which screens are worth the most of your budget.

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A menu screen with an explicit navigation map drawn between its elements, one item holding controller focus, and the title-safe margin marked
Console & controller 7 Sep 2026 12 min read

Designing game UI for controllers: focus, navigation and console requirements

A gamepad has no cursor. The player cannot point at anything, so every screen has to know where focus starts, where it goes next, and what it looks like when it lands. Get that wrong and a menu that looked perfect in Figma feels broken in the hand.

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A brief laid out as a checklist beside a screen list, with the filled fields feeding a quote and the empty ones marked as risk
Hiring & budgets 7 Sep 2026 11 min read

What to send your UI designer: the brief and asset checklist

Two studios send me the same project on the same day. One gets a firm price and a start date, the other gets a range twice as wide and a list of questions. The difference is almost never the game. It is what was in the first message.

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The same HUD element shown three ways: colour only, colour with a shape, and at a larger text size, with a contrast check beside it
Accessibility 7 Sep 2026 12 min read

Game UI accessibility: the settings players actually ask for

Most accessibility complaints about games are complaints about the interface, and most of them are cheap to prevent and expensive to retrofit. This is what to build in while the screens are being designed, in the order that helps the most players per hour of work.

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A shop screen broken into its parts: a bundle card with its contents, value and real-money price, a currency bar, and the confirmation step
Shops & monetisation 7 Sep 2026 11 min read

Shop, battle pass and offers: designing monetisation players do not resent

The shop is the screen where a player decides whether they trust you. It is also, in most free-to-play games, the screen that was designed last, by whoever was free. Here is how to design one that sells well because it is clear, rather than in spite of being confusing.

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A scorecard rating each hiring channel on quality, speed and cost
Hiring & budgets 7 Sep 2026 11 min read

Where to find a game UI/UX designer: every channel, compared

There are about ten places worth looking, and they are good at different things. Here is what each one is actually like, how to search it properly, what you should expect to pay, and the outreach message that gets a reply.

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Four seats around one project, with the open one marked
Hiring & budgets 7 Sep 2026 10 min read

How to find a game development team you can trust

"I need a team" usually means one of four very different things, each with a different cost, a different risk and a different place to look. Here is how to work out which one you need, who to hire first, and how to check that the people you find can actually deliver.

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A specific job post on the left, and the short pile of good replies it produces
Hiring & budgets 7 Sep 2026 10 min read

How to write a game UI job post that gets good applicants

Experienced designers read twenty posts a week and reply to two. The difference is never the budget, it is whether the post shows that you know what you are asking for. Here is what to include, a template you can copy, and the phrases to delete.

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Two cost stacks compared: in-house with its hidden layers, outsourced with the fee and the management above it
Hiring & budgets 7 Sep 2026 10 min read

Game development outsourcing: what it costs and how to manage it

Outsourcing is priced as a fee and paid for in fee plus management. Here is what each discipline actually costs, how that compares to hiring once you count everything an employee costs, the line items that never appear in a quote, and how to run the work so it lands.

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Four screens in priority order, with a budget track that only covers the first
Indie dev 5 Sep 2026 10 min read

Indie game UI on a budget: what to design first

If you can only afford to get four screens right, these are the four. Here is the order I would spend an indie budget in, what each of those screens has to contain, where a kit will do, and what you can fix yourself for nothing.

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A gameplay frame with HUD elements anchored to the edges, one flagged for review
HUD & in-game 1 Sep 2026 11 min read

Seven HUD mistakes that make players quit

Players rarely say "the HUD is bad". They say the game feels cluttered, or confusing, or cheap, and then they refund it. These are the seven causes I find most often, what each one is really costing you, and how to check your own game against them.

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Three portfolios side by side, the one showing a full flow selected
Hiring & budgets 25 Aug 2026 12 min read

How to hire a game UI/UX designer

Most bad UI hires are decided before anyone talks money. They come from hiring the wrong role, judging a portfolio on its prettiest image, and writing a brief too vague to quote against. Here is how to avoid all three, and how to run the project once someone is on it.

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Four scope tiers drawn as a stepped chart, with a budget line crossing them
Hiring & budgets 18 Aug 2026 13 min read

What game UI/UX design actually costs in 2026

The honest answer is a range, not a number. Here are the ranges I see across freelance and studio work, what sits behind each one, how the price moves with platform and genre, and how to write a brief that gets you an accurate quote instead of a guess.

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Have a game that needs an interface?

Menus, HUDs, full UI systems or a single screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit.

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